| Literature DB >> 35974366 |
Gellan K Ahmed1, Alaa A Abdalla2, Ali M Mohamed3, Lobna A Mohamed4, Hala A Shamaa5.
Abstract
BACKGROUND: Internet gaming addiction (IGA) is a serious condition that can significantly impact personal and social functioning. Many studies of IGA have been conducted in adolescents and young adults, but there are limited data available in children. We investigated the time spent using internet gaming apps in children and its association with behavioral problems, sleep problems, alexithymia, and emotional regulation.Entities:
Keywords: Alexithymia; Children; Emotion dysregulation; Internet gaming; Psychiatric; Sleep
Year: 2022 PMID: 35974366 PMCID: PMC9380675 DOI: 10.1186/s13034-022-00502-w
Source DB: PubMed Journal: Child Adolesc Psychiatry Ment Health ISSN: 1753-2000 Impact factor: 7.494
The sociodemographic data among the studied groups
| Variables | Group 1 | Group 2 | Group 3 | Group 4 | Total participants | X2 or F Value | P value |
|---|---|---|---|---|---|---|---|
| Age (mean ± SD) | 8.43 ± 2.47 | 8.7 ± 2.28 | 9.6 ± 2.51 | 9 ± 3.09 | 8.77 ± 2.53 | 7.34 | 0.001* |
| Gender | |||||||
| Males | 176 (55%) | 84 (70%) | 56 (60.9%) | 16 (50%) | 332 (58.9%) | 9.31 | 0.02* |
| Females | 144 (45%) | 36 (30%) | 36 (39.1%) | 16 (50%) | 232 (41.1%) | ||
| Order of birth | |||||||
| First | 268 (83.8%) | 76 (63.3%) | 60 (65.2%) | 20 (62.5%) | 424 (75.2%) | 53.77 | 0.001* |
| Second | 44 (13.8%) | 28 (23.3%) | 20 (21.7%) | 4 (12.5%) | 96 (17%) | ||
| Third | 4 (1.3%) | 4 (3.3%) | 8 (8.7%) | 4 (12.5%) | 20 (3.5%) | ||
| Fourth or more | 4 (1.3%) | 12 (10%) | 4 (4.3%) | 4 (12.5%) | 24 (4.3%) | ||
| Number of siblings in family | |||||||
| Only child | 52 (16.3%) | 4 (3.3%) | 26 (17.4%) | 12 (37.5%) | 84 (14.9%) | 42.94 | 0.0001* |
| Two children | 164 (51.2%) | 68 (56.7%) | 44 (47.8%) | 8 (25%) | 284 (50.4%) | ||
| Third | 88 (27.5%) | 28 (23.3%) | 24 (26.1%) | 8 (25%) | 148 (26.2%) | ||
| Four children or more | 16 (5%) | 20 (16.7%) | 8 (8.7%) | 4 (12.5%) | 48 (8.5%) | ||
| Delay of speech development | 32 (10%) | 28 (23.3%) | 24 (26.1%) | 4 (12.5%) | 88 (15.6%) | 20.98 | 0.001* |
| Delay of motor development | 8 (2.5%) | 8 (6.7%) | 8 (8.7%) | 0(0%) | 24 (4.3%) | 10.007 | 0.019* |
| Family history of psychiatric disorders | 49 (15.3%) | 27 (22.5%) | 20 (21.7%) | 5 (15.6%) | 101 (17.9%) | 7.47 | 0.27 |
| Socioeconomic level (mean ± SD) | 235.47 ± 32.05 | 230.5 ± 31.88 | 239.5 ± 31.7 | 217.8 ± 38.6 | 234.08 ± 32.64 | 4.2 | 0.006* |
| High level | 16 (5%) | 0 (0%) | 8 (3.3%) | 0 (0%) | 24 (4.3%) | 15.1 | 0.019* |
| Middle level | 248 (77.5%) | 92 (76.7%) | 72 (78.3%) | 24 (75%) | 436 (77.3%) | ||
| Low level | 56 (17.5%) | 28 (23.3%) | 12 (13%) | 8 (25%) | 104 (18.4%) | ||
| Number of devices using Internet gaming apps (mean ± SD) | 1.24 ± 0.48 | 1.53 ± 0.7 | 1.9 ± 0.7 | 1.7 ± 0.6 | 1.44 ± 0.64 | 35.8 | 0.001* |
Group 1 = participants use internet gaming apps for 1–2 h, Group 2 = participants use internet gaming apps for 3–4-h, Group 3 = participants use internet gaming apps for 5–6-h, Group 4 = participants use internet gaming apps for more than 6 h
Fig. 1Distribution of age groups amoung studied groups
The Strengths and Difficulties Questionnaire (SDQ) scale scores among the studied groups
| Variables | Group 1 | Group 2 | Group 3 | Group 4 | Total participants | X2 value | P value |
|---|---|---|---|---|---|---|---|
| Emotional symptoms scale | |||||||
| Normal | 104(32.5%) | 28 (23.3%) | 20 (21.7%) | 4 (12.5%) | 156 (27.7%) | 18.26 | 0.006* |
| Borderline | 32 (10%) | 4 (3.3%) | 12 (13%) | 4 (12.5%) | 52 (9.2%) | ||
| Abnormal | 184(57.5%) | 88 (73.3%) | 60 (65.2%) | 24 (75%) | 356 (63.1%) | ||
| Conduct symptoms scale | |||||||
| Normal | 228 (71.3%) | 52 (43.3%) | 48 (52.2%) | 20 (62.5%) | 348 (61.7%) | 41.3 | 0.001* |
| Borderline | 40 (12.5%) | 20 (16.7%) | 16 (17.4%) | 8 (25%) | 84 (14.9%) | ||
| Abnormal | 52 (16.3%) | 48 (40%) | 28 (30.4%) | 4(12.5%) | 132 (23.4%) | ||
| Hyperactivity scale | |||||||
| Normal | 200 (62.5%) | 60 (50%) | 52 (56.5%) | 16(50%) | 328 (58.2%) | 20.4 | 0.002* |
| Borderline | 12 (3.8%) | 16 (13.3%) | 8 (8.7%) | 0(0%) | 36 (6.4%) | ||
| Abnormal | 108 (33.8%) | 44 (36.8%) | 32 (34.8%) | 16(50%) | 200 (35.5%) | ||
| Peer problems scale | |||||||
| Normal | 144 (45%) | 52 (43.3%) | 28 (30.4%) | 4 (12.5%) | 228 (40.4%) | 60.6 | 0.001* |
| Borderline | 64 (20%) | 20 (16.7%) | 20 (21.7%) | 24 (75%) | 128 (22.7%) | ||
| Abnormal | 112 (35%) | 48 (40%) | 44 (47.8%) | 4 (12.5%) | 208 (36.9%) | ||
| Prosocial scale | |||||||
| Normal | 248 (77.5%) | 68 (56.7%) | 68 (73.9%) | 28 (87.5%) | 412 (73%) | 25.3 | 0.001* |
| Borderline | 32 (10%) | 24 (20%) | 12 (13%) | 4 (12.5%) | 72 (12.8%) | ||
| Abnormal | 40 (12.4%) | 28 (23.3%) | 12 (13%) | 0 (0%) | 80 (14.2%) | ||
| The total difficulties scale | |||||||
| Normal | 32 (10%) | 12 (10%) | 4 (4.3%) | 0(0%) | 48 (8.5%) | 19.18 | 0.004* |
| Borderline | 44 (13.8%) | 16 (13.3%) | 3 (4.3%) | 0(0%) | 64 (11.3%) | ||
| Abnormal | 244 (76.3%) | 92 (76.7%) | 84 (91.3%) | 32 (100%) | 452 (80.1%) | ||
Group 1 = participants use internet gaming apps for 1–2 h, Group 2 = participants use internet gaming apps for 3–4-h, Group 3 = participants use internet gaming apps for 5–6-h, Group 4 = participants use internet gaming apps for more than 6 h
The Children's Sleep Habits Questionnaire among the studied groups
| Variables | Group 1 | Group 2 | Group 3 | Group 4 | Total participants | X2 or F value | P value |
|---|---|---|---|---|---|---|---|
| The Children's Sleep Habits Questionnaire subscales | |||||||
| Total bedtime subscale | 14.9 ± 4.6 | 15.4 ± 4.1 | 16.7 ± 4.1 | 17.3 ± 4.7 | 16.18 ± 4.49 | 6.3 | 0.001* |
Total sleep behavior subscales | 7.8 ± 7.4 | 8.6 ± 8.1 | 9.1 ± 10.6 | 9.7 ± 8.7 | 8.89 ± 8.78 | 0.5 | 0.66 |
Total waking during the night subscale | 1.5 ± 1.5 | 1.9 ± 1.7 | 1.9 ± 1.5 | 2.3 ± 2.5 | 1.90 ± 1.73 | 2.4 | 0.05 |
Total morning wakes up subscale | 4.3 ± 2.6 | 5.08 ± 3.1 | 5.3 ± 2.4 | 6.7 ± 2.3 | 5.05 ± 2.93 | 6.3 | 0.001* |
| Total Score of scale | 29.9 ± 14.1 | 32.44 ± 12.2 | 32.4 ± 12.4 | 34.3 ± 12.8 | 32.01 ± 12.79 | 1.5 | 0.19 |
| The interpretation of The Children's Sleep Habits Questionnaire | |||||||
| Goop sleep quality | 203 (63.3%) | 52 (43.3%) | 40 (43.5%) | 8 (25%) | 264 (46.8%) | 20.8 | 0.001* |
| Poor sleep quality | 117 (36.7%) | 68 (56.7%) | 52 (56.5%) | 24 (75%) | 300 (53.2%) | ||
| Sleep time variables | |||||||
| Night-time sleep duration per hours | 8.9 ± 1.4 | 8.4 ± 1.7 | 8.3 ± 1.5 | 9.2 ± 1.6 | 8.7 ± 1.5 | 5.6 | 0.001* |
| Daytime sleep duration per minute | 24.8 ± 40.5 | 36.5 ± 65.04 | 14.5 ± 34.7 | 8.7 ± 13.6 | 24.7 ± 45.63 | 5.5 | 0.001* |
| Total sleep duration per hours | 9.3 ± 1.3 | 9.1 ± 1.3 | 8.6 ± 1.2 | 9.5 ± 1.6 | 9.2 ± 1.3 | 8.7 | 0.001* |
Group 1 = participants use internet gaming apps for 1–2 h, Group 2 = participants use internet gaming apps for 3–4-h, Group 3 = participants use internet gaming apps for 5–6-h, Group 4 = participants use internet gaming apps for more than 6 h
The Children’s Alexithymia Measure (CAM) scores and The Clinical Evaluation of Emotional Regulation–9 among the studied groups
| Variables | Group 1 | Group 2 | Group 3 | Group 4 | Total participants | F value | P value |
|---|---|---|---|---|---|---|---|
| The Children’s Alexithymia Measure (CAM) (mean ± SD) | 11.43 ± 9.7 | 12.43 ± 8.8 | 11.74 ± 9.4 | 14.13 ± 10.5 | 11.8 ± 9.5 | 0.9 | 0.4 |
| The Clinical Evaluation of Emotional Regulation–9(mean ± SD) | 11.5 ± 6.2 | 14.83 ± 6.4 | 12.7 ± 4.5 | 12 ± 5.3 | 12.5 ± 6.1 | 9.2 | 0.001* |
Group 1 = participants use internet gaming apps for 1–2 h, Group 2 = participants use internet gaming apps for 3–4-h, Group 3 = participants use internet gaming apps for 5–6-h, Group 4 = participants use internet gaming apps for more than 6 h
univariate linear Regression model between hours of internet gaming apps and other parameters
| Variables | B | Std. Error | Beta | t | P value | 95.0% Confidence Interval | |
|---|---|---|---|---|---|---|---|
| Lower Bound | Upper Bound | ||||||
| Age | 0.053 | 0.031 | 0.072 | 1.717 | 0.08 | − 0.008 | 0.114 |
| Gender | − 0.102 | 0.17 | − 0.02 | − 0.57 | 0.56 | − 0.45 | 0.24 |
| Number of devices | 1.29 | 0.124 | 0.402 | 10.4 | 0.0001* | 1.04 | 1.53 |
| Total score of socioeconomic scale | − 0.003 | 0.003 | − 0.055 | − 1.3 | 0.19 | − 0.009 | − 0.002 |
| The Children’s Alexithymia Measure (CAM) | 0.009 | 0.009 | 0.044 | 1.033 | 0.302 | − 0.009 | 0.027 |
| The Clinical Evaluation of Emotional Regulation–9 | 0.032 | 0.014 | 0.094 | 2.24 | 0.025* | 0.004 | 0.06 |
| Total nighttime sleep duration | − 0.074 | 0.057 | − 0.055 | − 1.309 | 0.19 | − 1.18 | 0.037 |
| Total daytime sleep duration | − 0.003 | 0.002 | − 0.073 | − 1.74 | 0.082 | − 0.007 | 0.001 |
| Total sleep duration (day and night) | − 0.148 | 0.064 | − 0.097 | − 2.31 | 0.021* | − 0.273 | − 0.022 |
| Total bedtime | − 0.018 | 0.019 | − 0.04 | − 0.940 | 0.348 | − 0.056 | 0.020 |
| Total sleep behavior | − 0.003 | 0.01 | − 0.011 | − 0.261 | 0.794 | − 0.022 | 0.017 |
| Total waking during the night | 0.028 | 0.05 | 0.023 | 0.557 | 0.578 | − 0.071 | 0.127 |
| Total morning wakes up | 0.084 | 0.03 | 0.118 | 2.82 | 0.005* | 0.026 | 0.142 |
| Total Score of scale | 0.001 | 0.007 | 0.009 | − 0.210 | 0.833 | − 0.012 | 0.015 |
| Emotional symptoms scale | 0.115 | 0.036 | 0.133 | 3.18 | 0.002* | 0.044 | 0.186 |
| Conduct symptoms scale | 0.172 | 0.051 | 0.14 | 3.34 | 0.001* | 0.071 | 0.273 |
| Hyperactivity scale | 0.074 | 0.030 | 0.102 | 2.44 | 0.015* | 0.014 | 0.133 |
| Peer problems scale | 0.125 | 0.044 | 0.120 | 2.86 | 0.004* | 0.039 | 0.211 |
| Prosocial scale | − 0.034 | 0.038 | − 0.037 | − 0.886 | 0.37 | − 0.11 | 0.041 |
| The total difficulties scale | 0.059 | 0.015 | 0.169 | 4.06 | 0.001* | 0.031 | 0.088 |