The Prevalence of Video Games Addiction among Iraqi People in 2022

IF 0.3 Q4 PSYCHIATRY
Hashim Talib Hashim, Ali Talib Hashim, Asghar Shah, Jaffer Shah, Zoaib Habib Tharwani, Zarmina Islam, Mehr Muhammad Adeel Riaz, Shoaib Ahmad, Mustafa Abd al Latif Abd al Khudair
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Abstract

Background: Video game Addiction Disorder, in addition to other dependency disorders, seem to affect the pleasure center of the brain. The addictive behavior triggers a release of dopamine to promote the pleasurable experience activating the release of this chemical. Over time, more and more of the activity is needed to induce the same pleasurable response, creating a dependency. Methods: It is a cross-sectional study conducted among 2500 participants (more than 18 years) distributed in all the Iraqi provinces including both males and females. The questionnaire contains demographic questions and an internet addiction special validated questionnaire in the Arabic language. Results: The present study, comprising a predominantly male population (82%) showed a mild-moderate level of internet addiction among 93% of its participants (62% mild and 31% moderate), and an average internet usage score of 45. Race, particularly Kurdish, and the need to socialize were statistically significant predictors of video gaming. Twenty percent of participants in our study spent more than 3 hours a day playing video games using more than one device. The majority of these participants played racing (16%), platform (12%), and stealth (9.5%) video games. Conclusion: Everything is Internet-based. Adding an additional layer of confusion and distinction is that another digital technology is taking over the world as well – making access to computers even easier. But these benefits have a lot of consequences on humanity as well and it can cause an addiction especially to video games that are spreading among adolescents and early adults all over the world.
2022年伊拉克人电子游戏成瘾的流行程度
背景:电子游戏成瘾症和其他依赖障碍一样,似乎会影响大脑的快乐中枢。成瘾行为会触发多巴胺的释放,从而促进愉悦的体验,从而激活这种化学物质的释放。随着时间的推移,需要越来越多的活动来诱导同样的愉悦反应,从而产生依赖性。方法:这是一项横断面研究进行了2500名参与者(超过18岁)分布在伊拉克所有省份,包括男性和女性。调查问卷包含人口统计问题和一份阿拉伯语的网络成瘾特别有效调查问卷。结果:目前的研究主要由男性组成(82%),其中93%的参与者(62%为轻度,31%为中度)有轻度至中度的网络成瘾,平均互联网使用得分为45分。种族,尤其是库尔德人,以及社交需求都是电子游戏的重要预测因素。在我们的研究中,20%的参与者每天花超过3个小时使用多个设备玩电子游戏。这些参与者中大多数玩赛车(16%)、平台(12%)和潜行(9.5%)电子游戏。结论:一切都是基于互联网的。另一层混淆和区别是另一种数字技术也正在接管世界——使使用计算机变得更加容易。但这些好处也给人类带来了很多后果,它会导致上瘾,尤其是对电子游戏的上瘾,这种上瘾在世界各地的青少年和早期成年人中蔓延开来。
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来源期刊
Current Psychiatry Research and Reviews
Current Psychiatry Research and Reviews Medicine-Psychiatry and Mental Health
CiteScore
0.60
自引率
0.00%
发文量
51
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