| Literature DB >> 35432709 |
Shaimaa Yaihya Abdel Raouf1, Hala Marawan Gabr1, Osama Al-Wutayd2, Manal Ahmad Al-Batanony1,2.
Abstract
Introduction: video games are a popular adult pastime but have a potentially pervasive negative influence on gamers. The aim: was to determine the prevalence of video game disorder (VGD), its associated predictors, and its impact on the mental health of university students.Entities:
Keywords: Video game disorder; mental health; university students
Mesh:
Year: 2022 PMID: 35432709 PMCID: PMC8977359 DOI: 10.11604/pamj.2022.41.89.31322
Source DB: PubMed Journal: Pan Afr Med J
relation between video gaming disorder and different sociodemographic parameters among the university students studied
| Participant characteristics | Total n = 2,364 | Video Gaming Disorder | p-value | |
|---|---|---|---|---|
| Absent n (%) | Present n (%) | |||
| 1,917 (81.1) | 447(18.9) | |||
|
| 20.20 ± 1.38 | 20.17 ± 1.38 | 20.29 ± 1.37 | .1* |
|
| ||||
| Male | 1,233 | 958 (77.7) | 275(22.3) | < .001$ |
| Female | 1,131 | 959 (84.8) | 172 (15.2) | |
|
| ||||
| Low | 44 | 44(100.0) | 0(0.0) | .002€ |
| Medium | 1,936 | 1,640 (84.7) | 296(15.3) | < .001€ |
| High | 384 | 234(60.9) | 151(39.1) | < .001€ |
|
| ||||
| Theoretical | 1,470 | 1,172 (79.7) | 298(20.3) | .03$ |
| Practical | 894 | 745(83.3) | 149(16.7) | |
|
| ||||
| Urban | 1,326 | 1,024 (77.2) | 302(22.7) | < .001$ |
| Rural | 1,038 | 893(86) | 145(14.0) | |
|
| ||||
| Both parents | 2,038 | 1,669 (81.9) | 369 (18.1) | .01$ |
| Single parent | 326 | 248 (76.1) | 78(23.9) | |
| BMI | 25.72 ± 5.23 | 25.49 ± 4.82 | 26.24 ± 6.75 | .006* |
| Hours played/week | 18.99 ±7.95 | 17.71 ± 6.63 | 20.69 ± 8.35 | < .001* |
| Hours slept/day | 7.88 ± 0.87 | 7.83 ± 0.93 | 7.69 ± 0.75 | .003* |
Student´s t-test, $Chi-squared test, €Z-test
relation between video gaming disorder and parameters
| Parameter | Video Gaming Disorder | p-value | |
|---|---|---|---|
| Absent n (%) | Present n (%) | ||
| 1,917 (81.1) | 447 (18.9) | ||
| MH-5 | 85.11 8.73 | 83.92 9.76 | .01* |
|
| |||
| Failed (n = 101) | 82 (81.2) | 19 (18.8) | .92 |
| Passed (n = 579) | 486 (83.9) | 93 (16.1) | .05 |
| Good (n = 717) | 557 (77.7) | 160 (22.3) | .006 |
| Very good (n = 703) | 490 (69.7) | 113 (30.3) | .95 |
| Excellent (n = 364) | 302 (83.0) | 62 (17.0) | .36 |
|
| |||
| Massive multiplayer (n = 608) Simulation (n = 500) | 466 (76.6) 396 (79.2) | 142 (23.4) 104 (20.8) | .001 .25€ |
| Adventure (n = 388) | 323 (83.2) | 65 (16.8) | .26 |
| Strategy (n = 386) | 317 (82.1) | 69 (17.9) | .62 |
| Action, shooter, or fighting (n = 345) | 297 (86.1) | 48 (13.9) | .01 |
| Puzzles (n = 137) | 118 (86.1) | 19 (13.9) | .15 |
| Reasons for playing: Relaxation (n = 1,274) | 1,013 (79.5) | 261 (20.5) | .03 |
| Amusement (n = 752) | 640 (85.1) | 112 (14.9) | .001 |
| Improving avatar (n = 187) | 138 (73.8) | 49 (26.2) | .01 |
| Social relations (n = 43) | 37 (86.0) | 6 (14.0) | .52 |
| Improving personal abilities (n = 108) | 89 (82.4) | 19 (17.6) | .82 |
Student’s t-test, €Z-test
correlation between video gaming disorder score and different parameters
| Parameter | VGD score | |
|---|---|---|
| r-test | p-value | |
| BMI | .23 | < .001 |
| SES | .28 | < .001 |
| Hours slept/day | -.55 | < .001 |
| Hours played/week | .05 | .008 |
| Mental health status (MH-5) | -.06 | .003 |
multivariable analysis for independent predictors of video gaming disorder
| Participant characteristics | OR | 95% CI | p-value |
|---|---|---|---|
| Sex | |||
| Female (reference) | |||
| Male | 1.79 | 1.09-1.72 | < .001 |
| College type | |||
| Practical (reference) | |||
| Theoretical | 0.70 | 0.27-1.81 | .46 |
| SES | |||
| Low SES | 0.38 | 0.21-0.66 | .04 |
| Medium SES (reference) | 1.09 | 0.45-2.61 | .86 |
| High | |||
| Residence | |||
| Rural (reference) | |||
| Urban | 8.73 | 3.56-21.41 | < .001 |
| Parent status | |||
| Both parents (reference) | 0.62 | 0.34-1.12 | .11 |
| Single parent | |||
| Hours played/week | 1.21 | 1.17-1.24 | < .001 |
| Hours slept/day | 0.32 | 0.26-0.39 | < .001 |
| BMI: | 1.14 | 1.1-1.19 | < .001 |