Department of Psychiatry, Faculty of Medicine, Universitas Indonesia - Dr Cipto Mangunkusumo General Hospital, Jakarta, Indonesia.
Faculty of Medicine, Universitas Pelita Harapan, Siloam Hospitals, Tangerang, Indonesia.
J Med Internet Res. 2021 Apr 19;23(4):e25468. doi: 10.2196/25468.
Internet gaming disorder has been a controversial topic for nearly a decade. Although internet addiction has been studied in medical students, there is a paucity of evidence regarding internet gaming disorder. Previous studies in Indonesia explored only the prevalence rate and characteristics.
This study aimed to determine the prevalence rate of internet gaming disorder and correlations between internet gaming disorder, temperament, and psychopathology among Indonesian medical students.
A cross-sectional study was performed from August 2019 to September 2019 using total and convenience sampling at a private university and a public university, respectively. The study variables were measured using the Indonesian version of the 10-item Internet Gaming Disorder Test, the Temperament and Character Inventory, and the Symptoms Checklist 90. Chi-square and logistic regression analyses were conducted to examine the relationships between demographic factors, temperament, psychopathology, and the presence of internet gaming disorder.
Among the 639 respondents, the prevalence rate of internet gaming disorder was 2.03% (n=13), with a mean age of 20.23 (SD 0.13) years and an average gaming duration of 19.0 (SD 0.96) hours/week. Up to 71.2% respondents played using their mobile phones, and respondents with internet gaming disorder reported experiencing all psychopathologies assessed, except phobic anxiety. Bivariate analysis demonstrated that internet gaming disorder was associated with gender, gaming duration, gaming community affiliation, and 9 out of 10 domains of psychopathology. In a logistic regression model, internet gaming disorder was correlated with weekly gaming hours ≥20 hours (odds ratio [OR] 4.21, 95% CI 1.08-16.38, P=.04).
These findings suggest that the prevalence of internet gaming disorder among medical students in Jakarta, Indonesia is similar to that in other populations of Asian countries. The predisposing factor for internet gaming disorder was weekly gaming duration, while other demographic, temperament, and psychopathology variables acted as probable moderators. Strategies should, therefore, be developed and integrated into medical curriculum to screen and aid individuals with these predisposing factors.
互联网游戏障碍是近十年来备受争议的话题。尽管已有研究调查了医学生的网络成瘾问题,但针对互联网游戏障碍的研究却很少。之前在印度尼西亚的研究仅探讨了互联网游戏障碍的流行率和特征。
本研究旨在确定印度尼西亚医学生中互联网游戏障碍的流行率,以及互联网游戏障碍与气质和精神病理学之间的相关性。
本横断面研究于 2019 年 8 月至 9 月在一所私立大学和一所公立大学分别采用整群抽样和便利抽样方法进行。研究变量使用印尼版的 10 项互联网游戏障碍测试、气质与性格量表和症状清单 90 进行测量。采用卡方检验和 logistic 回归分析检验人口统计学因素、气质、精神病理学与互联网游戏障碍之间的关系。
在 639 名受访者中,互联网游戏障碍的流行率为 2.03%(n=13),平均年龄为 20.23 岁(标准差 0.13 岁),平均每周游戏时长为 19.0 小时(标准差 0.96 小时)。高达 71.2%的受访者使用手机进行游戏,有互联网游戏障碍的受访者报告经历了所有评估的精神病理学,除了恐惧症焦虑。双变量分析表明,互联网游戏障碍与性别、游戏时长、游戏社区归属以及 10 个精神病理学领域中的 9 个领域有关。在 logistic 回归模型中,每周游戏时间≥20 小时与互联网游戏障碍相关(比值比[OR] 4.21,95%置信区间[CI] 1.08-16.38,P=.04)。
这些发现表明,印度尼西亚雅加达医学生中互联网游戏障碍的流行率与亚洲其他国家的人群相似。互联网游戏障碍的诱发因素是每周游戏时长,而其他人口统计学、气质和精神病理学变量则可能是调节因素。因此,应制定和整合策略到医学课程中,以对具有这些诱发因素的个体进行筛查和帮助。