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The Association Between Gaming Practices and Scholastic Performance Among Medical Students in India: Case-Control Study

BACKGROUND: Gaming is a billion-dollar industry that is expanding at a compound annual growth rate of 9% to 14.3%, with the biggest market in Southeast Asian countries. The availability of low-cost smartphones and the ease at which the internet can be accessed have made gaming popular among youth, w...

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Autores principales: Suryawanshi, Deodatt Madhav, Rajaseharan, Divya, Venugopal, Raghuram, Mathew, Madhu, Joy, Anju, Goyal, Ramchandra
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8461540/
https://www.ncbi.nlm.nih.gov/pubmed/34340961
http://dx.doi.org/10.2196/22235
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author Suryawanshi, Deodatt Madhav
Rajaseharan, Divya
Venugopal, Raghuram
Mathew, Madhu
Joy, Anju
Goyal, Ramchandra
author_facet Suryawanshi, Deodatt Madhav
Rajaseharan, Divya
Venugopal, Raghuram
Mathew, Madhu
Joy, Anju
Goyal, Ramchandra
author_sort Suryawanshi, Deodatt Madhav
collection PubMed
description BACKGROUND: Gaming is a billion-dollar industry that is expanding at a compound annual growth rate of 9% to 14.3%, with the biggest market in Southeast Asian countries. The availability of low-cost smartphones and the ease at which the internet can be accessed have made gaming popular among youth, who enjoy it as a leisure activity. According to the World Health Organization, excessive indulgence in gaming can lead to gaming disorder. Medical students indulging in excessive gaming can succumb to gaming disorder, which can affect their scholastic performance. OBJECTIVE: This study aimed to assess the association between gaming practices and scholastic performance among medical students. METHODS:  This study used a case-control design, where 448 medical undergraduate students (first year to prefinal) were preliminarily surveyed using universal sampling on their gaming practices in the last 6 months. Out of this sample, the 91 participants who admitted to gaming in the past 6 months were recruited as cases, while participants who never engaged in gaming in the last 6 months were recruited as controls. Both the cases and controls were matched for age and gender in a 1:1 ratio. The internal assessment scores (based on 2 midterms completed in the last 6 months) of cases and controls were compared. The Snedecor F test was used to determine the association between the number of hours spent gaming and internal assessment scores (%), while the Student t test was used to determine significant differences between the internal assessment scores of cases and controls. Odds ratios were calculated to identify the risk of poor scholastic performance among cases compared to the controls. The prevalence of gaming disorder among cases was assessed using the Gaming Addiction Scale (GAS). RESULTS: The frequency of gaming (in hours) was not associated with mean internal assessment scores (P=.13). Male cases reported significantly lower internal assessment scores compared to male controls (P=.005 vs P=.01), whereas no significant differences were observed between the internal assessment scores of female cases and controls (P=.89 vs P=.59). A negative correlation was observed between GAS scores and internal assessment scores (r=–0.02). The prevalence of gaming disorder using the GAS was observed to be 6.3% (28/448) in the study population and 31% (28/91) among cases. The risk of low scores (<50%) among gamers was observed to be 1.9 (95% CI 1.04-3.44, P=.03) times higher in the first midterm and 1.80 (95% CI 0.97-3.36, P=.06) times higher in the second midterm compared to nongamers. CONCLUSIONS: The findings suggest that excessive gaming adversely affects the scholastic performance of male participants more than female participants. Awareness about gaming disorder needs to be created among students, parents, and teachers. Treatment services should be made available to medical students with gaming disorders.
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spelling pubmed-84615402021-10-18 The Association Between Gaming Practices and Scholastic Performance Among Medical Students in India: Case-Control Study Suryawanshi, Deodatt Madhav Rajaseharan, Divya Venugopal, Raghuram Mathew, Madhu Joy, Anju Goyal, Ramchandra JMIR Med Educ Original Paper BACKGROUND: Gaming is a billion-dollar industry that is expanding at a compound annual growth rate of 9% to 14.3%, with the biggest market in Southeast Asian countries. The availability of low-cost smartphones and the ease at which the internet can be accessed have made gaming popular among youth, who enjoy it as a leisure activity. According to the World Health Organization, excessive indulgence in gaming can lead to gaming disorder. Medical students indulging in excessive gaming can succumb to gaming disorder, which can affect their scholastic performance. OBJECTIVE: This study aimed to assess the association between gaming practices and scholastic performance among medical students. METHODS:  This study used a case-control design, where 448 medical undergraduate students (first year to prefinal) were preliminarily surveyed using universal sampling on their gaming practices in the last 6 months. Out of this sample, the 91 participants who admitted to gaming in the past 6 months were recruited as cases, while participants who never engaged in gaming in the last 6 months were recruited as controls. Both the cases and controls were matched for age and gender in a 1:1 ratio. The internal assessment scores (based on 2 midterms completed in the last 6 months) of cases and controls were compared. The Snedecor F test was used to determine the association between the number of hours spent gaming and internal assessment scores (%), while the Student t test was used to determine significant differences between the internal assessment scores of cases and controls. Odds ratios were calculated to identify the risk of poor scholastic performance among cases compared to the controls. The prevalence of gaming disorder among cases was assessed using the Gaming Addiction Scale (GAS). RESULTS: The frequency of gaming (in hours) was not associated with mean internal assessment scores (P=.13). Male cases reported significantly lower internal assessment scores compared to male controls (P=.005 vs P=.01), whereas no significant differences were observed between the internal assessment scores of female cases and controls (P=.89 vs P=.59). A negative correlation was observed between GAS scores and internal assessment scores (r=–0.02). The prevalence of gaming disorder using the GAS was observed to be 6.3% (28/448) in the study population and 31% (28/91) among cases. The risk of low scores (<50%) among gamers was observed to be 1.9 (95% CI 1.04-3.44, P=.03) times higher in the first midterm and 1.80 (95% CI 0.97-3.36, P=.06) times higher in the second midterm compared to nongamers. CONCLUSIONS: The findings suggest that excessive gaming adversely affects the scholastic performance of male participants more than female participants. Awareness about gaming disorder needs to be created among students, parents, and teachers. Treatment services should be made available to medical students with gaming disorders. JMIR Publications 2021-09-09 /pmc/articles/PMC8461540/ /pubmed/34340961 http://dx.doi.org/10.2196/22235 Text en ©Deodatt Madhav Suryawanshi, Divya Rajaseharan, Raghuram Venugopal, Madhu Mathew, Anju Joy, Ramchandra Goyal. Originally published in JMIR Medical Education (https://mededu.jmir.org), 09.09.2021. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Medical Education, is properly cited. The complete bibliographic information, a link to the original publication on https://mededu.jmir.org/, as well as this copyright and license information must be included.
spellingShingle Original Paper
Suryawanshi, Deodatt Madhav
Rajaseharan, Divya
Venugopal, Raghuram
Mathew, Madhu
Joy, Anju
Goyal, Ramchandra
The Association Between Gaming Practices and Scholastic Performance Among Medical Students in India: Case-Control Study
title The Association Between Gaming Practices and Scholastic Performance Among Medical Students in India: Case-Control Study
title_full The Association Between Gaming Practices and Scholastic Performance Among Medical Students in India: Case-Control Study
title_fullStr The Association Between Gaming Practices and Scholastic Performance Among Medical Students in India: Case-Control Study
title_full_unstemmed The Association Between Gaming Practices and Scholastic Performance Among Medical Students in India: Case-Control Study
title_short The Association Between Gaming Practices and Scholastic Performance Among Medical Students in India: Case-Control Study
title_sort association between gaming practices and scholastic performance among medical students in india: case-control study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8461540/
https://www.ncbi.nlm.nih.gov/pubmed/34340961
http://dx.doi.org/10.2196/22235
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