Kumar Abhishek, Gupta Ajay, Raj Dilip, Kumar Amit
Department of Community and Family Medicine, All India Institute of Medical Sciences, Rishikesh, Uttarakhand, India.
EIS Officer, National Centre for Disease Control, New Delhi, India.
J Educ Health Promot. 2024 Sep 28;13:366. doi: 10.4103/jehp.jehp_2026_23. eCollection 2024.
Internet gaming disorder (IGD) is a global problem associated with several psychological complications, such as insomnia, poor academic performance, and aggression. The present study aimed to explore the pattern and correlates of gaming disorder among a sample of medical college students from India and determine the motivational basis for it.
An analytical cross-sectional study was conducted at a medical college in Rajasthan from January 2021 to June 2021 after obtaining approval from the Institutional Ethical Committee. The study participants were all medical undergraduate students of age 18 years or more, who were engaged in Internet gaming during the past year (i.e., the last 12 months. It was a web-based online survey in which a pre-designed, semi-structured questionnaire was used to collect information on the socio-demographic profile of the respondents, Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) and Motives for Online Gaming Questionnaire (MOGQ) scale. Multivariate regression analysis was performed for the prediction of dependent variables on the basis of several independent variables like gender, substance abuse, relationship status, and weekly time and money spent on gaming.
The study included 864 undergraduate students, out of which 675 were engaged in Internet gaming during the last 12 months, so analyses were made on 675 students to assess the severity of IGD. The proportion of disordered gamers was 2.1%. Substance abuse [odds ratio (OR) = 7.026], owning a game console or other dedicated gaming devices (OR = 10.099), and weekly time spent on gaming (OR = 7.026) were significantly associated with higher odds of being a disordered gamer. Similarly, the weekly amount of money spent on gaming and the age of initiation of gaming were also significant predictors for IGD.
Substance abuse, owning a game console or other dedicated gaming devices, weekly time spent on gaming, weekly money spent on gaming, and age of initiation of gaming were independent predictors for disordered gamers. Restricting gaming activities and engaging and training in other activities can help overcome the problem.
网络游戏障碍(IGD)是一个全球性问题,与多种心理并发症相关,如失眠、学业成绩差和攻击性。本研究旨在探讨印度一所医学院学生样本中游戏障碍的模式及其相关因素,并确定其动机基础。
在获得机构伦理委员会批准后,于2021年1月至2021年6月在拉贾斯坦邦的一所医学院进行了一项分析性横断面研究。研究参与者为所有年龄在18岁及以上的医学本科生,他们在过去一年(即过去12个月)中参与了网络游戏。这是一项基于网络的在线调查,使用预先设计的半结构化问卷收集受访者的社会人口学特征、网络游戏障碍量表简版(IGDS9-SF)和网络游戏动机问卷(MOGQ)量表的信息。基于性别、药物滥用、恋爱状况以及每周花在游戏上的时间和金钱等几个自变量,对因变量进行多变量回归分析以进行预测。
该研究纳入了864名本科生,其中675人在过去12个月中参与了网络游戏,因此对这675名学生进行分析以评估IGD的严重程度。游戏障碍玩家的比例为2.1%。药物滥用[比值比(OR)=7.026]、拥有游戏机或其他专用游戏设备(OR =10.099)以及每周花在游戏上的时间(OR =7.026)与成为游戏障碍玩家的较高几率显著相关。同样,每周花在游戏上的金钱数量和开始玩游戏的年龄也是IGD的重要预测因素。
药物滥用、拥有游戏机或其他专用游戏设备、每周花在游戏上的时间、每周花在游戏上的金钱以及开始玩游戏的年龄是游戏障碍玩家的独立预测因素。限制游戏活动并参与和训练其他活动有助于克服这一问题。