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Internet gaming disorder and its correlates among university students, Saudi Arabia

BACKGROUND: Over-indulgence in online/offline video games could result in the development of internet gaming disorder (IGD). Knowledge of the prevalence and correlates of IGD may help to understand its etiology. The aim of the present study was to estimate IGD and its psychological/game-related corr...

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Autores principales: Alsunni, Ahmed A., Latif, Rabia
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Wolters Kluwer - Medknow 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9664466/
https://www.ncbi.nlm.nih.gov/pubmed/36389029
http://dx.doi.org/10.4103/jfcm.jfcm_129_22
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author Alsunni, Ahmed A.
Latif, Rabia
author_facet Alsunni, Ahmed A.
Latif, Rabia
author_sort Alsunni, Ahmed A.
collection PubMed
description BACKGROUND: Over-indulgence in online/offline video games could result in the development of internet gaming disorder (IGD). Knowledge of the prevalence and correlates of IGD may help to understand its etiology. The aim of the present study was to estimate IGD and its psychological/game-related correlates in Saudi university students. MATERIALS AND METHODS: For this cross-sectional study, 843 students registered in a university in Saudi Arabia filled an online survey comprising diagnostic criteria of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5), hospital anxiety and depression scale, Rosenberg self-esteem scale, social phobia inventory scale, satisfaction with life scale, and subjective happiness (SH) scale. For data analysis, an independent sample t-test, Pearson correlation coefficient/Chi-square test, and multiple linear regression followed by hierarchical regressions were used. RESULTS: The frequency of IGD was 21.5%. Total game time/day, years of playing games, and social phobia were significantly higher in subjects with IGD (P = 0.001, <0.001, and <0.001, respectively), whereas SH was significantly lower (P < 0.001). Tendency to IGD had a significant positive correlation with social phobia, total game time/day, and years of playing games and a negative correlation with SH. Total game time/day, years of playing games, and social phobia were significant positive predictors of tendency to IGD, whereas SH was a negative predictor. The rest of all variables were insignificant predictors. CONCLUSION: The frequency of IGD in Saudi university students identified by DSM-5 criteria was relatively high (21.5%). The prediction of the severity of IGD could be based on social phobia, total game time/day, number of years of playing games, and SH.
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spelling pubmed-96644662022-11-15 Internet gaming disorder and its correlates among university students, Saudi Arabia Alsunni, Ahmed A. Latif, Rabia J Family Community Med Original Article BACKGROUND: Over-indulgence in online/offline video games could result in the development of internet gaming disorder (IGD). Knowledge of the prevalence and correlates of IGD may help to understand its etiology. The aim of the present study was to estimate IGD and its psychological/game-related correlates in Saudi university students. MATERIALS AND METHODS: For this cross-sectional study, 843 students registered in a university in Saudi Arabia filled an online survey comprising diagnostic criteria of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5), hospital anxiety and depression scale, Rosenberg self-esteem scale, social phobia inventory scale, satisfaction with life scale, and subjective happiness (SH) scale. For data analysis, an independent sample t-test, Pearson correlation coefficient/Chi-square test, and multiple linear regression followed by hierarchical regressions were used. RESULTS: The frequency of IGD was 21.5%. Total game time/day, years of playing games, and social phobia were significantly higher in subjects with IGD (P = 0.001, <0.001, and <0.001, respectively), whereas SH was significantly lower (P < 0.001). Tendency to IGD had a significant positive correlation with social phobia, total game time/day, and years of playing games and a negative correlation with SH. Total game time/day, years of playing games, and social phobia were significant positive predictors of tendency to IGD, whereas SH was a negative predictor. The rest of all variables were insignificant predictors. CONCLUSION: The frequency of IGD in Saudi university students identified by DSM-5 criteria was relatively high (21.5%). The prediction of the severity of IGD could be based on social phobia, total game time/day, number of years of playing games, and SH. Wolters Kluwer - Medknow 2022 2022-09-07 /pmc/articles/PMC9664466/ /pubmed/36389029 http://dx.doi.org/10.4103/jfcm.jfcm_129_22 Text en Copyright: © 2022 Journal of Family and Community Medicine https://creativecommons.org/licenses/by-nc-sa/4.0/This is an open access journal, and articles are distributed under the terms of the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 License, which allows others to remix, tweak, and build upon the work non-commercially, as long as appropriate credit is given and the new creations are licensed under the identical terms.
spellingShingle Original Article
Alsunni, Ahmed A.
Latif, Rabia
Internet gaming disorder and its correlates among university students, Saudi Arabia
title Internet gaming disorder and its correlates among university students, Saudi Arabia
title_full Internet gaming disorder and its correlates among university students, Saudi Arabia
title_fullStr Internet gaming disorder and its correlates among university students, Saudi Arabia
title_full_unstemmed Internet gaming disorder and its correlates among university students, Saudi Arabia
title_short Internet gaming disorder and its correlates among university students, Saudi Arabia
title_sort internet gaming disorder and its correlates among university students, saudi arabia
topic Original Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9664466/
https://www.ncbi.nlm.nih.gov/pubmed/36389029
http://dx.doi.org/10.4103/jfcm.jfcm_129_22
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