Alhamoud Mohammed A, Alkhalifah Ahmed A, Althunyan Abdullatif K, Mustafa Tajammal, Alqahtani Hatem A, Awad Feras A Al
College of Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia.
Department of Family and Community Medicine, Imam Abdulrahman Bin Faisal University, Dammam, Saudi Arabia.
J Family Community Med. 2022 May-Aug;29(2):93-101. doi: 10.4103/jfcm.jfcm_48_22. Epub 2022 May 13.
Video games have become popular in the last few decades, resulting in an increase in reported negative consequences. This study aimed to assess the prevalence of internet gaming disorder (IGD), its association with gaming behavior, depression, and anxiety in male high school students.
This cross-sectional study involved male high school students in Dammam. Schools were selected using stratified random sampling, and data were collected using a self-administered questionnaire. Data analyzed using SPSS v23.0; the initial analysis included descriptive statistics. Continuous and ordinal variables were compared using -test or Mann-Whitney U test, and ANOVA or Kruskal-Wallis test, as appropriate; Chi-square test was used for categorical variables. Spearman correlation coefficient was calculated to determine the correlation between IGD score and depression and anxiety scores.
A total of 726 high school gamers were involved, 87% of whom were Saudi, with a mean age of 16.92 years and 45% were from public schools. The mean IGD score was 18.12, and the prevalence of IGD was 21.85%. Students who spent ≥4 h/day on weekdays or ≥6 h/day at weekends on videogames and gamers who spent ≥200 Saudi Riyals per month on gaming had significantly higher mean IGD scores ( < 0.001). Gamers who used PC/laptop for gaming had significantly higher IGD scores compared to those who used other devices ( = 0.002). Action, fight, open-world games, and games with violence were associated with significantly higher IGD scores. Among students with IGD, 21.7% had moderately severe/severe depression and 11.4% had severe anxiety.
IGD is a concerning psychiatric disorder in male high school students. It is associated with certain gaming behavior and other mental problems. We recommend future larger-scale research that includes females as well.
在过去几十年里,电子游戏变得很流行,导致报告的负面后果有所增加。本研究旨在评估男性高中生网络成瘾障碍(IGD)的患病率及其与游戏行为、抑郁和焦虑的关联。
这项横断面研究涉及达曼的男性高中生。采用分层随机抽样选择学校,并使用自填式问卷收集数据。使用SPSS v23.0进行数据分析;初步分析包括描述性统计。连续变量和有序变量根据情况使用t检验或曼-惠特尼U检验,以及方差分析或克鲁斯卡尔-沃利斯检验进行比较;卡方检验用于分类变量。计算斯皮尔曼相关系数以确定IGD得分与抑郁和焦虑得分之间的相关性。
总共726名高中游戏玩家参与其中,其中87%是沙特人,平均年龄为16.92岁,45%来自公立学校。IGD平均得分为18.12,IGD患病率为21.85%。工作日每天玩电子游戏≥4小时或周末每天玩≥6小时的学生以及每月在游戏上花费≥200沙特里亚尔的玩家的IGD平均得分显著更高(P<0.001)。与使用其他设备的玩家相比,使用个人电脑/笔记本电脑玩游戏的玩家的IGD得分显著更高(P = 0.002)。动作、格斗、开放世界游戏以及带有暴力元素的游戏与显著更高的IGD得分相关。在患有IGD的学生中,21.7%有中度严重/重度抑郁,11.4%有重度焦虑。
IGD是男性高中生中一种令人担忧的精神障碍。它与某些游戏行为和其他心理问题有关。我们建议未来进行更大规模的研究,也纳入女性。