Effect of video game addiction on the physical and mental wellbeing of adolescents of Karachi

Ferhana Shabih, Awais Gohar, F. Ahmed, H. Danish
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Abstract

Background: The current study aimed to determine the effect of video games among the Non-Video-Game Addicted (NVGA) and Video Game Addicted (VGA) in terms of mental health and physical activity among adolescents from Karachi.Subjects and methods: A cross-sectional study was conducted at public sector schools and colleges of different socioeconomic status of Karachi, Pakistan, from Jan-March 2020. Total of 321 students, adolescents, aged from 15-19 years, from both genders and who used to play video games but were considered as non-video game adictors (using less than four hours per day on video games) and video game adictors (using more than 5 hours per day). Questionnaires were used to collect data based on DSM-5 to find gaming addiction in adolescents with 21 questions. "General Health Questionnaire (GHQ)," with 14 questions on mental health. "International Physical Activity Questionnaire," for physical activity status. Students were divided into two groups: non-video game addicted (NVGA) and video game addicted (VGA). Results: Out of 321, 233 (72.6%) were VGA, and 88 (27.4%) were NVGA students. There were 184 (57.3%) males and 137 (42.7%) females.  The mean addiction score was 2.221+0.49 and 3.34+0.35 in the VGA group and NVGA group, respectively. 19.0% of males and 8.4% of females were VGA. Variables used for video game addiction in the study were salience, tolerance to play the game, mood modification, relapse, withdrawal, conflict, and problems (such as sleep deprivation, etc.). The mean score for all these variables was higher in the VGA group (p<0.001). The mean score of MHQ responses was significantly higher in the VGA group, indicating the high intensity of distress.Conclusion: It has been concluded from the study that a very high frequency of video game addiction in adolescents (VGA group) caused mental and physical health problems in the study population.
电子游戏成瘾对卡拉奇青少年身心健康的影响
背景:本研究旨在确定视频游戏对卡拉奇青少年非视频游戏成瘾(NVGA)和视频游戏成瘾(VGA)在心理健康和身体活动方面的影响。研究对象和方法:2020年1月至3月,在巴基斯坦卡拉奇不同社会经济地位的公立学校和学院进行了一项横断面研究。共有321名学生,青少年,年龄在15-19岁之间,男女皆有,他们曾经玩电子游戏,但被认为是非电子游戏成瘾者(每天玩电子游戏少于4小时)和电子游戏成瘾者(每天玩电子游戏超过5小时)。采用问卷调查的方式收集基于DSM-5的数据,共21个问题进行青少年游戏成瘾调查。“一般健康问卷”,有14个关于心理健康的问题。“国际身体活动问卷”,了解身体活动状况。学生被分为两组:非电子游戏成瘾(NVGA)和电子游戏成瘾(VGA)。结果:321名学生中,VGA学生233名(72.6%),NVGA学生88名(27.4%)。男性184例(57.3%),女性137例(42.7%)。VGA组和NVGA组的平均成瘾评分分别为2.221+0.49和3.34+0.35。男性为19.0%,女性为8.4%。研究中用于电子游戏成瘾的变量包括显著性、对游戏的耐受性、情绪调节、复发、戒断、冲突和问题(如睡眠剥夺等)。所有这些变量的平均得分在VGA组较高(p<0.001)。VGA组MHQ反应的平均得分显著高于VGA组,表明焦虑程度高。结论:研究表明,青少年(VGA组)电子游戏成瘾的频率非常高,导致了研究人群的心理和身体健康问题。
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