| Literature DB >> 35400738 |
Maliha Ansari1, Nisheet M Patel2, Ankur N Mahida1, Ajay G Phatak3, Anusha Prabhakaran1, Jagdish R Varma1.
Abstract
Background: India's population has seen increasing access to the Internet and gaming mainly in adolescents and young adults. Aim: The aim of the study was to assess the prevalence and correlates of Internet gaming and its effects on the psychological well-being of gamers versus nongamers. Materials andEntities:
Keywords: IGDS9-SF; Internet gaming disorder; PGWB-S; prevalence; university students
Year: 2022 PMID: 35400738 PMCID: PMC8992759 DOI: 10.4103/indianjpsychiatry.indianjpsychiatry_1208_20
Source DB: PubMed Journal: Indian J Psychiatry ISSN: 0019-5545 Impact factor: 1.759
Multiple linear regression for correlates of Internet gaming disorder-short form-Scale 9 score among current gamers
| Variable | Beta | 95% CI |
|
|
|---|---|---|---|---|
| Gender | −0.17 | −4.83-0.03 | −1.96 | 0.053 |
| Type of game | −0.05 | −2.86-1.57 | −0.54 | 0.567 |
| PGWB-score | −0.52 | −0.84-−0.46 | −6.79 | <0.001 |
| Frequency of game use | 0.22 | 0.29-2.03 | 2.65 | 0.009 |
| Duration of game use | 0.17 | −0.01-2.44 | 1.96 | 0.052 |
| Constant | 19.45-33.52 | 7.469 | <0.001 |
CI – Confidence interval; PGWB – Psychological general well-being
Comparison of violent gamers and nonviolent gamers
| Variable | Category, | Violent gamers ( | Nonviolent gamers ( | |
|---|---|---|---|---|
| Gender | Male ( | 52 (83.9) | 31 (53.4) | <0.001 |
| Female ( | 10 (16.1) | 27 (46.6) | ||
| Frequency of game use | Occasional ( | 11 (17.7) | 24 (41.4) | 0.012 |
| <3 days per week ( | 7 (11.3) | 8 (13.8) | ||
| >3 days per week ( | 12 (19.4) | 11 (19.0) | ||
| Daily ( | 32 (51.6) | 15 (25.9) | ||
| Duration of game use | <½ h ( | 10 (16.1) | 29 (50.0) | <0.001 |
| ½–1 h ( | 25 (40.3) | 17 (29.3) | ||
| 1–3 h ( | 18 (29.0) | 11 (19.0) | ||
| >3 h ( | 9 (14.5) | 1 (1.7) | ||
| IGDS9-SF Q8. Play in order to temporarily escape or relieve a negative mood | Not clinically significant ( | 49 (79.0) | 54 (93.1) | 0.027 |
| Clinically significant (rated as very often) ( | 13 (21.0) | 4 (6.9) |
*Chi square test was used to test difference between the groups, No significant difference between the groups on locality, family type, relationship status, stream of study, academic performance in last year (data not shown). IGD-S9-SF – Internet Gaming Disorder Scale-Short Form