| Literature DB >> 34831627 |
Nurazah Ismail1,2, Ahmad Izzat Tajjudin1, Hafiz Jaafar3, Nik Ruzyanei Nik Jaafar2,4, Azlin Baharudin2,4, Normala Ibrahim2,5.
Abstract
The internet has become an important medium for learning and communication during the COVID-19 pandemic, particularly for university students. Nevertheless, an increase in internet usage could predispose people to internet addiction (IA) and internet gaming (IG). Equally, there is concern that anxiety levels have increased during the pandemic. The aim of this study is to determine the prevalence of IA and IG, and their associations with anxiety among medical students during the pandemic. Data were collected during the second wave of the "Conditional Movement Control Order" (CMCO) in Malaysia between 12 November and 10 December 2020. A total of 237 students participated through proportionate stratified random sampling in this cross-sectional study. They completed a set of online questionnaires which consisted of a sociodemographic profile, the Malay version of the internet addiction test (MVIAT), the Malay version of the internet gaming disorder-short form (IGDS9-SF) and the Malay version of the depression, anxiety and stress scale (DASS-21). The prevalence of IA and internet gaming disorder (IGD) were 83.5% and 2.5%, respectively. A multiple logistic regression showed that those in pre-clinical years had a greater risk of anxiety than those in clinical years [(AOR) = 2.49, p-value 0.01, 95% CI = 1.22-5.07]. In contrast, those who scored high on IA were protected against anxiety [AOR = 0.100, p-value 0.03, 95% CI = 0.01-0.76)]. In conclusion, IA was highly prevalent during the COVID-19 pandemic and its high usage might serve as a protective factor against anxiety among the medical students in this study sample.Entities:
Keywords: COVID-19; anxiety; internet addiction; internet gaming; medical students
Mesh:
Year: 2021 PMID: 34831627 PMCID: PMC8618673 DOI: 10.3390/ijerph182211870
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1Flow chart of data collection.
Sociodemographic Profiles of Participants (n = 237).
| Characteristics |
| % | Median (IQR) |
|---|---|---|---|
| Gender | |||
| Male | 72 | 30.4 | |
| Female | 165 | 69.6 | |
| Age in years | 21.00 (3.0) | ||
| 19 | 37 | 15.6 | |
| 20 | 46 | 19.4 | |
| 21 | 37 | 15.6 | |
| 22 | 35 | 14.8 | |
| 23 | 45 | 19.0 | |
| 24 | 34 | 14.3 | |
| 25 | 2 | 0.8 | |
| 26 | 0 | 0 | |
| 27 | 1 | 0.4 | |
| Religion | |||
| Muslim | 237 | 100 | |
| Ethnicity | |||
| Malay | 235 | 99.2 | |
| Chinese | 0 | 0 | |
| Indian | 1 | 0.4 | |
| Others | 1 | 0.4 | |
| Marital status | |||
| Single | 234 | 98.7 | |
| Married | 3 | 1.3 | |
| Divorced | 0 | 0 | |
| Hometown | |||
| Rural | 96 | 40.5 | |
| Urban | 141 | 59.5 | |
| Parental household income | |||
| <RM 2000 | 34 | 14.3 | |
| >RM 2000 | 203 | 85.7 | |
| Academic years | |||
| Pre-clinical | 119 | 50.2 | |
| Clinical | 118 | 49.8 | |
| Supplementary exam | |||
| Yes | 9 | 3.8 | |
| No | 228 | 96.2 | |
| Total screen time (hours/day) | |||
| <7 h | 46 | 19.4 | |
| >7 h | 191 | 80.6 | |
| Type of gadget | |||
| Computer | 18 | 7.6 | |
| Laptop | 218 | 92.0 | |
| Smartphone | 236 | 99.6 | |
| Tablets | 100 | 42.1 | |
| Video game console | 21 | 8.9 | |
| Ownership of gadget | |||
| Personally owned | 232 | 97.9 | |
| Shared with others | 5 | 2.1 | |
| Internet accessibility | |||
| At home | 237 | 100 | |
| Library | 32 | 13.5 | |
| Cybercafé | 7 | 3.0 | |
| Hostel | 140 | 59.1 | |
| Faculty | 125 | 52.7 | |
| Public areas | 71 | 30.0 | |
| Purpose(s) of using internet | |||
| Education | 57 | 24.1 | |
| Social networking | 228 | 96.2 | |
| Online gaming | 89 | 37.6 | |
| Internet chatting | 234 | 98.7 | |
| Online shopping | 187 | 78.9 | |
| Blogs | 25 | 10.5 | |
| Sexual activities | 3 | 1.3 | |
| Surfing for leisure | 144 | 60.8 | |
| 160 | 67.5 | ||
| Social media ownership | |||
| 200 | 84.4 | ||
| 147 | 62.0 | ||
| 217 | 91.6 | ||
| 234 | 98.7 | ||
| YouTube | 190 | 80.2 | |
| 6 | 2.5 | ||
| Others | 56 | 23.6 | |
| Video game genre | |||
| Not playing video game | 95 | 41.4 | |
| MMORPG | 57 | 24.1 | |
| Action/adventure | 35 | 14.8 | |
| First-person shooter | 46 | 19.4 | |
| Sports | 24 | 10.1 | |
| Rhythm | 18 | 7.6 | |
| Driving | 25 | 10.5 | |
| Real time strategy | 48 | 10.2 | |
| Puzzle | 58 | 24.5 | |
| Board & card games | 38 | 16.0 | |
| Gambling | 5 | 2.1 |
Abbreviations: RM, Malaysian Ringgit; MMORPG, Massively Multiplayer Online Role-Playing Game.
Association Between Sociodemographic Characteristics, Academic Background And Internet Use Characteristics With Anxiety (n = 237).
| Variables | Anxiety | Test Statistics | |||
|---|---|---|---|---|---|
| No | Yes | χ2 | df | ||
| Gender | 0.497 | 1 | 0.593 | ||
| Male | 60 (83.3) | 12 (16.7) | |||
| Female | 131 (79.4) | 34 (20.6) | |||
| Marital Status | 0.377 a | 1 | 0.478 | ||
| Single | 189 (80.8) | 45 (19.2) | |||
| Married | 2 (66.7) | 1 (33.3) | |||
| Hometown | 0.298 | 1 | 0.620 | ||
| Urban | 112 (79.4) | 29 (20.6) | |||
| Rural | 79 (82.3) | 17 (17.7) | |||
| Parental household income | 2.844 a | 1 | 0.105 | ||
| <RM 2000 | 31 (91.2) | 3 (8.8) | |||
| >RM 2000 | 160 (78.8) | 43 (21.2)) | |||
| Academic years | 6.739 | 1 | 0.013 * | ||
| Pre-clinical | 88 (73.9) | 31 (26.1) | |||
| Clinical | 103 (87.3) | 15 (12.7) | |||
| Supplementary exam | 0.047 a | 1 | 0.688 | ||
| Yes | 7 (77.8) | 2 (22.2) | |||
| No | 184 (80.7) | 44 (19.3) | |||
| Ownership of gadget | 0.001 a | 1 | 1.000 | ||
| Personally owned | 187 (80.6) | 45 (19.4) | |||
| Shared with others | 4 (80.0) | 1 (20.0) | |||
| Total screen time/day | 1.479 | 1 | 0.300 | ||
| <7 h | 40 (87.0) | 6 (13.0) | |||
| >7 h | 151 (79.1) | 40 (20.9) | |||
Note: a Fisher’s exact test, * Significant at p < 0.05; Abbreviation: RM, Malaysian Ringgit.
Multiple Logistic Regression Between Sociodemographic Characteristics, Academic Background And Internet Use Characteristics With Anxiety Among Medical Students.
| Factors | AOR | 95% CI | |
|---|---|---|---|
| Gender | |||
| Male | 1 | ||
| Female | 0.775 | 0.35–1.71 | 0.527 |
| Marital | 0.02–8.72 | 0.587 | |
| Single | 0.436 | ||
| Married | 1 | ||
| Hometown | |||
| Urban | 1 | ||
| Rural | 1.08 | 0.53–2.19 | 0.830 |
| Parental income | |||
| <RM 2000 | 1 | ||
| >RM 2000 | 0.479 | 0.14–1.70 | 0.256 |
| Academic years | |||
| Pre-clinical | 2.489 | 1.22–5.07 | 0.012 * |
| Clinical | 1 | ||
| Supplementary exam | |||
| Yes | 1.422 | 0.23–8.72 | 0.704 |
| No | 1 | ||
| Total screen time/day | |||
| <7 h | 1 | ||
| >7 h | 0.553 | 0.21–1.44 | 0.225 |
| Ownership of the gadget | |||
| Personally owned | 0.771 | 0.07–8.07 | 0.828 |
| Shared | 1 | ||
| Internet dependence | |||
| Normal | 1 | ||
| IAT | 0.100 | 0.01–0.76 | 0.026 * |
| IGDS9-SF | |||
| Non-Disorder | 1 | ||
| Disordered | 0.240 | 0.04–1.33 | 0.103 |
Note: * Significant at p < 0.05, reference = 1, Abbreviations: RM, Malaysian Ringgit; IGDS9-SF, Internet Gaming Disorder Scale-Short Form.