| Literature DB >> 34567581 |
Md Abu Sayeed1, Md Shabbir Rahman Rasel2, Abrar Ahamed Habibullah3, Md Moyazzem Hossain1.
Abstract
BACKGROUND: Nowadays, the youth are more engaging with their more advanced smartphones having high-quality graphics and gaming features. However, existing literature depicts that adolescents suffer from several forms of psychological problems including mental health, depression, loneliness, insomnia and low self-control due to mobile game addiction. Therefore, this study aims to find the prevalence and motivating factors for mobile game addiction among university students of Bangladesh.Entities:
Keywords: Bangladesh; mobile game addiction; ordinal regression; university students
Year: 2021 PMID: 34567581 PMCID: PMC8444268 DOI: 10.1017/gmh.2021.34
Source DB: PubMed Journal: Glob Ment Health (Camb) ISSN: 2054-4251
Seven criteria for the scale of mobile game addiction
| Criteria name | Descriptions |
|---|---|
| 1. Salience | Playing mobile games becoming most important and dominant on thoughts, affection and attitude |
| 2. Tolerance | Play mobile games for satisfaction |
| 3. Mood modification | Game is used as transforming mechanism of bad mood to good mood |
| 4. Relapse | While reducing playtime, tendency to restore earlier excessive playing pattern |
| 5. Withdrawal | Psychological discomfort or unpleasant when playtime is decreased or discontinued |
| 6. Conflict | Interpersonal conflict due to excessive gaming or playtime |
| 7. Problems | Problems in workplace, schools or social place due to excessive gaming |
Per cent distribution of the label of mobile game addiction by selected characteristics
| Characteristics | Level of mobile game addiction (%) | ||||
|---|---|---|---|---|---|
| Mild | Moderate | Severe | |||
| Sex | |||||
| Male | 28.2 | 56.4 | 15.4 | <0.001 | <0.001 |
| Female | 49.1 | 39.9 | 11.0 | ||
| Age (years) | |||||
| <22 | 41.6 | 44.7 | 13.7 | <0.001 | <0.001 |
| 22–25 | 29.8 | 61.9 | 8.3 | ||
| 25+ | 17.3 | 30.9 | 51.9 | ||
| University | |||||
| Jahangirnagar University | 42.8 | 43.4 | 13.9 | <0.001 | <0.001 |
| North South University | 23 | 62 | 15 | ||
| University of Asia Pacific | 38 | 48.6 | 13.4 | ||
| Way of getting smartphone | |||||
| From family | 36.6 | 51.2 | 12.2 | 0.002 | 0.001 |
| Self-income | 28.3 | 51.6 | 20.2 | ||
| Smartphone use starting age | |||||
| 8–12 years | 8.3 | 75 | 16.7 | <0.001 | <0.001 |
| 13–17 years | 29 | 55.5 | 15.5 | ||
| 18 and more | 46.6 | 42.2 | 11.2 | ||
| Whether involved in indoor/outdoor games or not | |||||
| Yes | 26.8 | 60.7 | 12.6 | <0.001 | <0.001 |
| No | 49.4 | 33.8 | 16.8 | ||
| Influenced by | |||||
| Friends | 28.9 | 56.2 | 14.9 | <0.001 | <0.001 |
| Family members | 31.3 | 68.8 | 0.0 | ||
| Yourself | 32.2 | 56.6 | 11.2 | ||
| Friend and yourself | 17.2 | 73.9 | 8.9 | ||
| Friend, yourself and YouTube gamers | 10.4 | 56.3 | 33.3 | ||
| Friend and YouTube gamers | 6.5 | 39.1 | 54.3 | ||
| None | 68.9 | 25.1 | 6.0 | ||
| Yourself and YouTube gamers | 24.1 | 58.6 | 17.2 | ||
| Main source of entertainment | |||||
| Yes | 23.3 | 61.3 | 15.4 | <0.001 | <0.001 |
| No | 55.9 | 32.7 | 11.5 | ||
| Duration of play mobile games | |||||
| <2 h | 41.5 | 50.5 | 8.0 | <0.001 | <0.001 |
| 2–4 h | 15.2 | 60.7 | 24.1 | ||
| 4 h and more | 5.5 | 35.6 | 58.9 | ||
| Time of playing mobile game | |||||
| Day time | 49.0 | 45.8 | 5.2 | <0.001 | <0.001 |
| Night time | 34.3 | 54.8 | 10.9 | ||
| Both day and night time | 18 | 50 | 32 | ||
| Health problem | |||||
| Blurry vision | 25 | 50 | 25 | <0.001 | <0.001 |
| Blurry vision and eye discomfort | 11.7 | 76.7 | 11.7 | ||
| Blurry vision, headache and eye discomfort | 29.9 | 42.5 | 27.6 | ||
| Eye discomfort | 31.3 | 61.4 | 7.3 | ||
| Headache | 40.0 | 48.5 | 11.5 | ||
| Headache and ear discomfort | 19.4 | 48.6 | 32.0 | ||
| None | 50.3 | 44.9 | 4.8 | ||
Fig. 1.Level of mobile game addiction among students by university.
Results of ordinal regression model
| Variable | Level | Coefficient | Odds ratio | 95% CI of coefficient | ||
|---|---|---|---|---|---|---|
| Lower bound | Upper bound | |||||
| Addiction | Mild | −3.791 | – | 0.0001 | −5.295 | −2.288 |
| Moderate | −1.673 | – | 0.028 | −3.163 | −0.183 | |
| Age | 0.055 | 1.057 | 0.027 | 0.006 | 0.103 | |
| Smartphone use starting age | −0.071 | 0.932 | 0.000 | −0.111 | −0.031 | |
| Sex | Male | 0.255 | 1.290 | 0.008 | 0.068 | 0.443 |
| Female (Ref.) | – | – | – | – | – | |
| University | Jahangirnagar University | 0.218 | 1.244 | 0.030 | 0.021 | 0.416 |
| North South University | 0.337 | 1.401 | 0.007 | 0.094 | 0.581 | |
| University of Asia Pacific (Ref.) | – | – | – | – | – | |
| Way of getting smartphone | From family | −0.131 | 0.877 | 0.196 | −0.331 | 0.068 |
| Self-income (Ref.) | – | – | – | – | – | |
| Playing mobile game is more comfortable than hang out with friends | Strongly disagree | −0.195 | 0.823 | 0.571 | −0.870 | 0.480 |
| Disagree | −0.080 | 0.923 | 0.811 | −0.737 | 0.577 | |
| Neither agree nor disagree | 0.191 | 1.210 | 0.580 | −0.485 | 0.866 | |
| Agree | 0.130 | 1.139 | 0.711 | −0.555 | 0.815 | |
| Strongly agree (Ref.) | – | – | – | – | – | |
| Feeling more comfortable in a virtual game environment than in outdoor game/social relationship | Strongly disagree | 0.092 | 1.096 | 0.752 | −0.477 | 0.660 |
| Disagree | −0.210 | 0.811 | 0.456 | −0.761 | 0.342 | |
| Neither agree nor disagree | −0.172 | 0.842 | 0.559 | −0.751 | 0.406 | |
| Agree | −0.162 | 0.850 | 0.580 | −0.736 | 0.412 | |
| Strongly agree (Ref.) | – | – | – | – | – | |
| Play mobile games when feeling isolated | Strongly disagree | −0.938 | 0.391 | <0.001 | −1.430 | −0.446 |
| Disagree | −0.856 | 0.425 | <0.001 | −1.238 | −0.475 | |
| Neither agree nor disagree | −0.540 | 0.583 | 0.003 | −0.900 | −0.179 | |
| Agree | −0.491 | 0.612 | 0.003 | −0.818 | −0.163 | |
| Strongly agree (Ref.) | – | – | – | – | – | |
| Playing mobile games to cope with the new game/updated version of game | Strongly disagree | −0.454 | 0.635 | 0.144 | −1.062 | 0.154 |
| Disagree | −0.118 | 0.889 | 0.676 | −0.671 | 0.436 | |
| Neither agree nor disagree | −0.455 | 0.635 | 0.101 | −0.998 | 0.089 | |
| Agree | −0.289 | 0.749 | 0.284 | −0.818 | 0.239 | |
| Strongly agree (Ref.) | – | – | – | – | – | |
| Playing mobile games for a long time to become a master of game | Strongly disagree | −0.900 | 0.407 | 0.002 | −1.463 | −0.338 |
| Disagree | −0.542 | 0.582 | 0.038 | −1.055 | −0.029 | |
| Neither agree nor disagree | −0.067 | 0.935 | 0.804 | −0.593 | 0.460 | |
| Agree | 0.133 | 1.142 | 0.610 | −0.379 | 0.645 | |
| Strongly agree (Ref.) | – | – | – | – | – | |
| Playing mobile games for the main reason of entertainment | Yes | 0.246 | 1.279 | 0.007 | 0.068 | 0.425 |
| No (Ref.) | – | – | – | – | – | |
| Duration of playing mobile games | <1 h | −1.448 | 0.235 | <0.001 | −1.997 | −0.898 |
| 1–2 h | −1.039 | 0.354 | <0.001 | −1.587 | −0.491 | |
| 3–4 h | −1.065 | 0.345 | <0.001 | −1.635 | −0.494 | |
| 4–5 h | −0.723 | 0.485 | 0.020 | −1.334 | −0.112 | |
| 5–6 h | −0.188 | 0.829 | 0.651 | −1.003 | 0.627 | |
| 6–8 h (Ref.) | – | – | – | – | – | |
| Playtime | 6:00–12:00 h | −0.054 | 0.947 | 0.771 | −0.416 | 0.309 |
| 12:00—18:00 h | −0.423 | 0.655 | 0.002 | −0.692 | −0.153 | |
| 18:00–0:00 h | −0.312 | 0.732 | 0.008 | −0.542 | −0.083 | |
| 0:00–6:00 h | −0.206 | 0.812 | 0.127 | −0.471 | 0.059 | |
| 12:00–18:00 and 0:00–6:00 h (Ref.) | – | – | – | – | – | |
| Negative impact on academic performance due to playing excessive mobile game | Strongly disagree | −0.962 | 0.382 | <0.001 | −1.343 | −0.581 |
| Disagree | −0.774 | 0.461 | <0.001 | −1.116 | −0.432 | |
| Neither agree nor disagree | −0.454 | 0.635 | 0.010 | −0.800 | −0.108 | |
| Agree | −0.079 | 0.924 | 0.652 | −0.422 | 0.264 | |
| Strongly agree (Ref.) | – | – | – | – | – | |
| Model fitting information | ||||||
| Cox and Snell | 0.68 | |||||
| Omnibus Tests of Model Coefficients | 516.38*** | |||||
| Cohen's | 0.43*** | |||||
| Sensitivity | 72.16 | |||||
| Specificity | 65.99 | |||||
| Test of parallel lines | ||||||
| 127.50*** | ||||||
Ref., reference category; CI, confidence interval; *p < 0.05, **p < 0.01, ***p < 0.001.
Fig. 2.Selected significant predictors responsible for influencing mobile game addiction among students.