| Literature DB >> 35777010 |
Amal J Alfaifi1, Samy S Mahmoud2, Mona H Elmahdy2, Ibrahim M Gosadi2.
Abstract
This study aimed to assess the prevalence of internet gaming disorder (IGD) and its associated factors among a sample of adolescents in the Faifa governorate in the south of Saudi Arabia. This was a cross-sectional study targeting intermediate and secondary school adolescent students in the Faifa governorate. Multistage sampling was performed to reach the required sample, where 9 schools were randomly selected, followed by the distribution of the questionnaire to all students at all levels. IGD was assessed using a validated Arabic version of the 20-item IGD scale. A chi-square test was used to evaluate the presence of statistical differences between sample demographic data and IGD. Four hundred and fifty students participated in the current study, where 132 (29.3%) of them were classified as having IGD. The prevalence of IGD was associated with gender, year of study, maternal education status, and the number of hours spent online and playing with friends (P values 0.05). Analysis of the IDG items among the current sample indicated that most were at the conflict stage of IGD. The IGD level identified in our sample is high compared to the published literature. Faifa is a mountainous region and, due to its geographical nature, there are limited public entertainment areas. Adolescents tend to spend more time at home, where they may be more exposed to IGD. This suggests the need for strategies to ensure early identification of those at risk of IGD and to provide preventive and treatment options for these students.Entities:
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Year: 2022 PMID: 35777010 PMCID: PMC9239651 DOI: 10.1097/MD.0000000000029789
Source DB: PubMed Journal: Medicine (Baltimore) ISSN: 0025-7974 Impact factor: 1.817
Demographic characteristics of 450 adolescents from Faifa governorate in the south of Saudi Arabia.
| Frequency (%) | |
|---|---|
| Gender | |
| Male | 223 (49.6%) |
| Female | 227 (50.4%) |
| Education Level | |
| 1st year intermediate school | 79 (17.6%) |
| 2nd year intermediate school | 71 (15.8 %) |
| 3rd year intermediate school | 79 (17.6%) |
| 1st year secondary school | 70 (15.6%) |
| 2nd year secondary school | 71 (15.8%) |
| 3rd year secondary school | 80 (17.8%) |
| Marital status | |
| Single | 418 (92.9%) |
| Married | 29 (6.4%) |
| Divorced | 2 (0.4%) |
| Widowed | 1 (0.2%) |
| Father education | |
| Educated | 362 (80.4%) |
| Illiterate | 88 (19.6%) |
| Mother education | |
| Educated | 355 (78.9%) |
| Illiterate | 95 (21.1%) |
| Family monthly income | |
| <10,000SR | 203 (45.1%) |
| Between 10,000 and 20,000 SR | 183 (40.7%) |
| >20,000 SR | 64 (14.2%) |
| Marital status of parent | |
| Parents are married | 414 (92.0%) |
| Parents are separated | 35 (7.8%) |
| Number of siblings | |
| 3 or less | 96 (21.3%) |
| Between 4 and 7 | 262 (58.2%) |
| >7 | 92 (20.4%) |
| Time spend on online games every day | |
| <1 hour | 148 (32.9%) |
| 2 to 3 hours | 113 (25.1%) |
| 4–5 hours | 34 (7.6%) |
| 6 hours and more | 155 (34.4%) |
Distribution of IGD test items among 450 adolescents from Faifa governorate in the south of Saudi Arabia.
| Item: frequency (%) | Strongly agree | Agree | Neutral | Disagree | Strongly disagree |
|---|---|---|---|---|---|
| I often lose sleep because of long gaming sessions | 99 (22%) | 67 (14.9) | 116 (25.8%) | 74 (16.4%) | 94 (20.9%) |
| I usually think about my next gaming session when I am not playing | 105 (23.3%) | 82 (18.2%) | 101 (22.4%) | 80 (17.8%) | 81(18.0%) |
| I think gaming has become the most time consuming activity in my life | 109 (24.2%) | 82 (18.2%) | 82 (18.2%) | 85 (18.9%) | 92 (20.4%) |
| I play games to help me cope with any bad feeling I might have | 95 (21.1%) | 135(30.3%) | 69 (15.3%) | 68 (15.1%) | 83 (18.4%) |
| I never play games in order to feel better | 115 (25.6%) | 119(26.4%) | 103 (22.9%) | 70 (15.6%) | 43 (9.6%) |
| I play games to forget about whatever’s bothering me | 105 (23.3%) | 129(28.7%) | 62 (13.8%) | 78 (17.3%) | 76 (16.9%) |
| I have significantly increased the amount of time I play games over last year | 105 (23.3%) | 82 (18.2%) | 106 (23.6%) | 80 (17.8%) | 77 (17.1%) |
| I need to spend increasing amounts of time engaged in playing games | 108 (24.0%) | 82 (18.2%) | 80 (17.8%) | 97 (21.6%) | 82 (18.2%) |
| I often think that a whole day is not enough to do everything I need to do in-game | 112 (24.9%) | 55 (12.2%) | 69 (15.3%) | 98 (21.8%) | 116 (25.8%) |
| When I am not gaming I feel more irritable | 95 (21.1%) | 73 (16.2%) | 77 (17.1%) | 77 (17.1%) | 128 (28.4%) |
| I feel sad if I am not able to play games | 106 (23.6%) | 58 (12.9%) | 64 (14.2%) | 81 (18.0%) | 141 (31.3%) |
| I tend to get anxious if I can’t play games for any reason | 96 (21.3%) | 57 (12.7%) | 80 (17.8%) | 88 (19.6%) | 129 (28.7%) |
| I have lost interest in other hobbies because of my gaming | 102 (22.7%) | 53 (11.8%) | 65 (14.4%) | 82 (18.2%) | 148 (32.9%) |
| I have lied to my family members because the amount of gaming I do | 98 (21.8%) | 38 (8.4%) | 62 (13.8%) | 83 (18.4%) | 169 (37.6%) |
| I know my main daily activity (ie, occupation, education, etc) has not been negatively affected by my gaming | 147 (32.7%) | 58 (12.9%) | 78 (17.3%) | 94 (20.9%) | 72 (16.0%) |
| I think my gaming has jeopardized the relationship with my partner | 113 (25.1%) | 48 (10.7%) | 62 (13.8%) | 78 (17.3%) | 149 (33.1%) |
| I believe my gaming is negatively impacting on important areas of my life | 116 (25.8%) | 63 (14.0%) | 74 (16.4%) | 70 (15.6%) | 127 (28.2%) |
| I often try to play games less but find I cannot | 116 (25.8%) | 61 (13.6%) | 81 (18.0%) | 83 (18.4%) | 109 (24.2%) |
| I don’t think I could stop gaming | 127 (28.2%) | 61 (13.6%) | 73 (16.2%) | 90 (20.0%) | 99 (22.0%) |
| I often try to play games less but find I cannot | 129 (28.7%) | 88 (19.6%) | 63 (14.0%) | 66 (14.7%) | 104 (23.1%) |
Figure 1.Boxplots of the IGD model of addiction components among a sample of 450 adolescents from Faifa governorate, in the south of Saudi Arabia.
Distribution of IGD status according to the sample characteristics among 450 adolescents from Faifa governorate, south of Saudi Arabia.
| Variable | Addiction: frequency (%) | Difference in proportions [95% CI of the difference] | Chi-square value [Degree of freedom] | ||
|---|---|---|---|---|---|
| Yes | No | ||||
| Gender | 16.45 [1] | <0.001 | |||
| Male | 85 (38.1%) | 138 (61.9%) | 23.8% [13.7%–33.9%] | ||
| Female | 47 (20.7%) | 180 (79.3%) | 58.6% [48.7–68.4%] | ||
| Education level | 34.19[5] | <0.001 | |||
| 1st year intermediate | 28(53.4%) | 51(64.6%) | 30.1% [20%–40.1%] | ||
| 2nd year intermediate | 34(47.9%) | 37(52.1%) | 4.2% [–5.9%–14.3%] | ||
| 3rd year intermediate | 24(30.4%) | 55(69.6%) | 39.2% [29.1%–49.2%] | ||
| 1st year secondary | 22(31.4%) | 48(68.6%) | 37.2% [27.1%–47.2%] | ||
| 2nd year secondary | 19(26.8%) | 52(73.2%) | 46.4% [36.4–56.3%] | ||
| 3rd year secondary | 5(6.3%) | 75(93.8%) | 87.5% [78%–96.9%] | ||
| Father education | 0.04 [1] | 0.897 | |||
| Educated | 107(29.6%) | 255(70.4%) | 40.8% [30.8%–50.8%] | ||
| Illiterate | 25(28.4%) | 63(71.6%) | 43.2% [33.2%–53.1%] | ||
| Mother education | 4.25 [1] |
| |||
| Educated | 96(27.0%) | 259(73.0%) | 46% [36%–55.9%] | ||
| Illiterate | 36(37.9%) | 59(62.1%) | 24.2% [14.1%–34.3%] | ||
| Family monthly income: | 0.09 [2] | 0.969 | |||
| <10000SR | 59(29.1%) | 144(70.9%) | 41.8% [31.8%–51.7%] | ||
| Between 10,000 and 20,000 SR | 55(30.1%) | 128(69.9%) | 41.8% [31.8%–51.7%] | ||
| >20,000 SR | 18(28.1%) | 46(71.9%) | 43.8% [33.8%–53.7%] | ||
| Marital status of parent | 2.66 [1] | 0.122 | |||
| Parent are married | 125(30.2%) | 289(69.8%) | 36.6% [29.5%–49.6%] | ||
| Parent are separated | 6(17.1%) | 29(82.9%) | 65.8% [56%–75.5%] | ||
| Number of siblings | 0.27 [2] | 0.880 | |||
| 3 or less | 28(29.2%) | 68(70.8%) | 41.6% [31.6%–51.6%] | ||
| Between 4 and 7 | 75(28.6%) | 187(71.4%) | 42.8% [32.8%–52.7%] | ||
| More than 7 | 29(31.5%) | 63(68.5%) | 37% [26.9%–47%] | ||
| Time spend on online games every day | 182.97 [3] | <0.001 | |||
| <1 hour | 19(12.8%) | 129(87.2%) | 74.4% [64.7%–84%] | ||
| 2–3 hours | 3(2.7%) | 110(97.3%) | 94.6% [85.2%–103%] | ||
| 4–5 hours | 3(8.8%) | 31(91.2%) | 83.3% [73.8%–92.7%] | ||
| 6 hour and more | 107(69.0%) | 48(31.0%) | 65% [54.8%–75.1%] | ||
| Best way for playing | 20.1 [1] | <0.001 | |||
| Play collectively with friend online | 105(36.6%) | 182(63.4%) | 26.8% [16.7%–36.8%] | ||
| Play individually | 27(16.6%) | 136(83.4%) | 66.8% [57%–76.5%] | ||
Chi-square test.