Karasneh Reema, Al-Azzam Sayer, Alzoubi Karem H, Nusair Mohammad B, Hawamdeh Sahar, Nusir Amal T
Department of Basic Medical Sciences, Faculty of Medicine, Yarmouk University, Irbid, Jordan.
Department of Clinical Pharmacy, Faculty of Pharmacy, Jordan University of Science and Technology, Irbid, Jordan.
Clin Pract Epidemiol Ment Health. 2021 Dec 22;17:217-223. doi: 10.2174/1745017902117010217. eCollection 2021.
Internet Gaming Disorder (IGD) is a rapidly growing public health problem that may have detrimental effects. The purpose of this study is to identify factors associated with IGD status.
In this cross-sectional observational study, a convenient sample of gamers in Jordan was recruited and asked to participate in an online survey based on the nine criteria of the 20-item Internet Gaming Disorder (IGD-20) used to assess gaming disorder. Sociodemographic and psychosocial data were also obtained.
A total of 504 gamers participated in this study. The mean age of respondents was 21.6 ± 3.90 years. Using the standard IGD-20 scale, 96 participants (19%) were classified as potential IGD cases, compared to 408 (80.9%) non-disordered gamers. Males were dominant among the population, constituting 348 (69%) of gamers. Males also played significantly more hours per week [17.8 ±16.75] compared to females [13 ± 17.65]. The majority of gamers (411 (81.5%)) were students, although unemployed adults played for the highest total time [23.9 ± 30.84 hours/week]. Device type used for gaming also significantly (p <0.05) affected the time spent playing. Predictors of IGD included educational level (p< 0.05) and playing hours/week (p< 005). Conversely, no significant associations were found between IGD and gender, age, employment, or sleeping hours. IGD is increasingly being diagnosed among both genders and presents a health challenge for internet users.
Establishing gamer profiles and recognizing predictors of IGD is therefore vital for guiding clinical classification and diagnosis of the disease.
互联网游戏障碍(IGD)是一个迅速发展的公共卫生问题,可能会产生有害影响。本研究的目的是确定与IGD状态相关的因素。
在这项横断面观察性研究中,招募了约旦的一个方便样本的游戏玩家,并要求他们根据用于评估游戏障碍的20项互联网游戏障碍(IGD-20)的九项标准参与在线调查。还获取了社会人口统计学和心理社会数据。
共有504名游戏玩家参与了本研究。受访者的平均年龄为21.6±3.90岁。使用标准的IGD-20量表,96名参与者(19%)被归类为潜在的IGD病例,相比之下,408名(80.9%)为非紊乱游戏玩家。男性在人群中占主导地位,占游戏玩家的348名(69%)。男性每周玩游戏的时间也明显多于女性[17.8±16.75],女性为[13±17.65]。大多数游戏玩家(411名(81.5%))是学生,尽管失业成年人玩游戏的总时间最长[23.9±30.84小时/周]。用于游戏的设备类型也显著(p<0.05)影响了游戏时间。IGD的预测因素包括教育水平(p<0.05)和每周游戏时间(p<0.05)。相反,在IGD与性别、年龄、就业或睡眠时间之间未发现显著关联。IGD在两性中越来越多地被诊断出来,对互联网用户构成了健康挑战。
因此,建立游戏玩家档案并识别IGD的预测因素对于指导该疾病的临床分类和诊断至关重要。