| Literature DB >> 36011671 |
Akram Hernández-Vásquez1, Rodrigo Vargas-Fernández2, Fabriccio J Visconti-Lopez3, Daniel Comandé4, Guido Bendezu-Quispe5.
Abstract
We aimed to determine the prevalence and factors associated with gaming disorder (GD) in the population of Latin America and the Caribbean (LAC). A systematic review was performed (PROSPERO protocol registration: CRD42021230565). We included studies that identified participants with GD and/or factors associated with this condition, reported the prevalence of GD, or contained data that assisted in its estimation, were published after 2013 (the year of inclusion of GD in the Fifth Edition of the Diagnostic and Statistical Manual of Mental Disorders) and were carried out in a population residing in an LAC country. Evaluation of the quality of the studies was carried out using the Joanna Briggs Institute Critical appraisal checklist tool. A qualitative synthesis of the data was performed. Of the total of 1567 records identified, 25 passed the full-text review phase, and 6 met the selection criteria. These studies were published between 2018 and 2021 and had a cross-sectional design (three in Brazil, one in Ecuador, Mexico, and the other was multi-country, including a LAC country [Peru]). The prevalence of GD ranged from 1.1% to 38.2%. The three studies in Brazil had the highest figures of GD prevalence (20.4-38.2%). Four studies evaluated factors associated with GD. Characteristics regarding the game (type), pattern of use (hours played), as well as gender (higher in men), tobacco and alcohol consumption, poor interpersonal relationships, and the presence of mental disorders were found to be associated with GD in LAC. Evidence on the prevalence and factors associated with GD in LAC is limited. Studies on GD in LAC evaluate different population subgroups, describing a wide prevalence of this condition (present in up to 38 out of 100 evaluated). Characteristics such as the type and hours of use of the games, sociodemographic data, lifestyles, interpersonal relationships, and the presence of mental disorders increase the probability of presenting GD.Entities:
Keywords: Latin America; gaming disorder; internet addiction disorder; systematic review
Mesh:
Year: 2022 PMID: 36011671 PMCID: PMC9408645 DOI: 10.3390/ijerph191610036
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 4.614
Figure 1PRISMA 2020 Flow diagram of study selection. GD: gaming disorder, LAC Latin America and The Caribbean.
Characteristics of the studies included.
| Author (Year) | Journal | Country | Study | Data Collection Period | Data Collection Method | Sampling Method | Setting | Number of | Sample Characteristics | Gamer Characteristics | Male (%) | Age (Years) (Mean [SD] or Range) |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Andrade et al. (2018) [ | Health and Addictions | Ecuador | Cross-sectional | NR | Face-to-face and online questionnaire | Non-Probability | Educational institutions | 76 | School students | NR | 52.7 | 15.62 (±0.8) |
| Borges et al. (2019) [ | Journal of Behavioral Addictions | Mexico | Cross-sectional | January 2018 to February 2019 | Online questionnaire | Non-Probability | University | 5 | University students | NR | 44.6 | 18–19 (NR) and 20 or more (NR) |
| Chagas Brandão et al. (2021) [ | Journal of Addictive Diseases | Brazil | Cross-sectional | February–March, 2019 to August–September 2020 | Face-to-face questionnaire | Probability | Public schools | 70 | School students | NR | 49.4 | 13.2 (±0.8) |
| Ferreira et al. (2021) [ | Brazilian Journal of Psychiatry | Brazil | Cross-sectional | NR | Face-to-face questionnaire | Probability | Schools in general | 57 | School students | NR | 60.9 | 14.3 (SD: 1.9) |
| Király et al. (2019) [ | Psychology of Addictive Behaviors | Peru | Cross-sectional | April to July, 2015 | Online questionnaire | NR | Online platform | NR | Gamer sample | NR | 98.7 | 21.3 (SD: 3.3) |
| Severo et al. (2020) [ | Brazilian Journal of Psychiatry | Brazil | Cross-sectional | October and November, 2017 | Face-to-face questionnaire | NR | Schools and universities | NR | School and university students | Past-year gamers | 57.5 | 20.3 (SD: 5.4) |
SD: standard deviation, NR: not reported.
Prevalence and factors associated with gaming disorder in Latin America and the Caribbean.
| Author (Year) | Instrument Used | Cut-Off for GD | GD Cases | Sample Size ( | Prevalence of GD (%) | Factors Associated with GD |
|---|---|---|---|---|---|---|
| Andrade et al. (2018) [ | IGD20 | ≥75 points | 36 | 3178 | 1.13 | NR |
| Borges et al. (2019) [ | DSM-5 IGD scale | Presence of five out of nine symptoms | 367 | 7022 | 5.2 | Lifetime psychological treatment: aOR: 1.9; 95% CI: 1.4–2.4 |
| Lifetime medical treatment: aOR: 1.8; 95% CI: 1.1–3.0 | ||||||
| Lifetime any treatment: aOR: 1.8, 95% CI: 1.4–2.4 | ||||||
| Severe impairment–home: aOR: 2.1; 95% CI: 1.1–3.8 | ||||||
| Severe impairment–work/school: aOR: 2.6; 95% CI: 1.7–4.1 | ||||||
| Severe impairment–relationships: aOR: 1.8; 95% CI: 1.1–2.8 | ||||||
| Severe impairment–social: aOR: 1.9, 95% CI: 1.3–3.0 | ||||||
| Severe impairment–tota: aOR: 2.4, 95% CI: 1.7–3.3 | ||||||
| Chagas Brandão et al. (2021) [ | Self-report instrument based on the DSM-5 IGD criteria | Presence of five out of nine symptoms | 1077 | 3939 | 28.2 | Male: aOR: 3.43; 95% CI: 3.03–3.89 |
| Tobacco use: aOR: 1.20; 95% CI: 1.01–0.44 | ||||||
| Alcohol use: aOR: 1.29; 95% CI: 1.16–1.43 | ||||||
| Bullying Perpetration: aOR: 1.29; 95% CI: 1.16–1.43 | ||||||
| Bullying Victimization: aOR: 1.29; 95% CI: 1.16–1.43 | ||||||
| Hyperactivity/Inattention: aOR: 1.29; 95% CI: 1.16–1.43 | ||||||
| Prosocial Behavior: aOR: 1.29; 95% CI: 1.16–1.43 | ||||||
| Conduct Problems: aOR: 1.29; 95% CI: 1.16–1.43 | ||||||
| Peer Relationship Problems: aOR: 1.29; 95% CI: 1.16–1.43 | ||||||
| Emotional Symptoms: aOR: 1.29; 95% CI: 1.16–1.43 | ||||||
| Ferreira et al. (2021) [ | GAS | 3 or more on at least four questions | 83 | 407 | 20.4 | Number of genres played: Est. = 0.43, |
| Number of non-stop hours: Est. = 0.2, | ||||||
| Proportion of time played online: Est. = 0.31, | ||||||
| Presence of any mental disorder: Est. = 1.4, | ||||||
| Király et al. (2019) [ | IGDT-10 | 5 or more points | NR | 612 | 13.7 | NR |
| Severo et al. (2020) [ | IGDS9-SF | Moderate risk for GD: >16 points; High risk for GD: >21 points | Moderate or high: 212 (high: 101) | 555 | Moderate or high: 38.2 (high: 18.2) | Gender: OR: 2.18; 95% CI: 1.34–3.60 |
| Sleep Pittsburgh Sleep Quality Index: OR: 1.78; 95% CI: 1.08–2.93 | ||||||
| Severe Depression: OR: 16.30; CI: 3.61–73.59 | ||||||
| More than half of the free time spent on video games: OR: 2.88; 95% CI: 1.73–4.80 | ||||||
| Weekly time spent gaming 2–6 h: OR: 4.89; 95% CI: 2.49–9.61 | ||||||
| Weekly time spent gaming 17–19 h: OR: 7.83, 95% CI: 3.65–16.81 | ||||||
| Weekly time spent gaming >20 h: OR: 13.47; 95% CI: 5.64–32.19 |
GD: gaming disorder, OR: odds ratio, aOR: adjusted odds ratio, CI: confidence interval; IGD20: Internet Gaming Disorder Test, DSM-5: Diagnostic and Statistical Manual of Mental Disorders, 5th Edition, GAS: Gaming Addiction Scale, IGDT-10: Ten-Item Internet Gaming Disorder Test, IGDS9-SF: Brazilian version of the Internet Gaming Disorder Scale-Short-Form, Est: estimate, NR: not reported. GD prevalence reported in the studies being included is based on self-report data, which could not reflect GD statistics based on clinical diagnosis.
Evaluation of the quality of the studies included.
| Author (Year) | Q1 | Q2 | Q3 | Q4 | Q5 | Q6 | Q7 | Q8 |
|---|---|---|---|---|---|---|---|---|
| Andrade et al. (2018) [ | No | Yes | Yes | Unclear | No | No | Yes | No |
| Borges et al. (2019) [ | No | No | Yes | Unclear | Yes | Yes | Yes | Yes |
| Chagas Brandão et al. (2021) [ | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes |
| Ferreira et al. (2021) [ | Yes | Yes | Yes | Unclear | Yes | Yes | Yes | Yes |
| Király et al. (2019) [ | Unclear | Unclear | NA | Yes | NA | NA | Yes | Yes |
| Severo et al. (2020) [ | Yes | Unclear | Yes | Yes | Yes | Yes | Yes | Yes |
NA: Not Applicable. Q1: Were the criteria for inclusion in the sample clearly defined? Q2: Were the study subjects and the setting described in detail? Q3: Was the exposure measured in a valid and reliable way? Q4: Were objective, standard criteria used for measurement of the condition? Q5: Were confounding factors identified? Q6: Were strategies to deal with confounding factors stated? 7: Were the outcomes measured in a valid and reliable way? Q8: Was appropriate statistical analysis used?