Determinants associated with internet gaming disorder in female medical students: a logistic regression analysis using a random sampling survey

IF 1.5 Q3 PSYCHIATRY
Aakanksha Kharb, Sunny Garg, Vineet Sharma, Mohini Yadav, Rinki Bagri
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Abstract

Internet gaming disorder (IGD) is a momentously growing issue of all ages, and medical students are not immune from the ever-increasing online gaming vogue. The Indian context is little comprehended, necessitating further research on the magnitude and variables. This study aims to determine the prevalence and risk variables of IGD among female medical students. This cross-sectional survey was conducted from March to May 2023 on 512 female (a calculated sample size) medical undergraduate students enrolled in a tertiary center located in a rural area of North India. A stratified random sampling technique was used to choose the participants. The study included a semi-structured questionnaire containing socio-demographic and personal details and gaming characteristics. It also includes a standardized tool, i.e., the Gaming Disorder and Hazardous Gaming Scale (GDHGS) to assess the outcome. The Binary logistic regression analysis was used to investigate the determinants of the dependent variable. Among the participants, only 236 (46.1%) were identified as gamers. The mean age of the gamers was 21.09 (SD = 1.65) years. Among the gamers, around 31 (13.1%) medical undergraduate students had IGD. The Binary logistic regression analysis identified a few significant determinants of IGD such as dissatisfaction with academic performance (COR = 24.8), playing internet games for more than 2 h per day (COR = 5.9), playing paid games (COR = 2.8), and playing games daily (COR = 4.99). IGD is highly prevalent among professional medical college students, and its propensity is linked with poor academic performance, using paid games, and spending long hours and days on gaming. Thus, administrators should identify at-risk students and help them in seeking therapy.
医科女生网络游戏障碍的相关决定因素:利用随机抽样调查进行的逻辑回归分析
网络游戏障碍(IGD)是一个在各个年龄段都在迅速增长的问题,医科学生也不能幸免于日益增长的网络游戏风潮。印度对这一问题的了解甚少,因此有必要对其严重程度和变量进行进一步研究。本研究旨在确定女医科学生中 IGD 的患病率和风险变量。这项横断面调查于 2023 年 3 月至 5 月进行,调查对象是印度北部农村地区一所高等医学中心的 512 名医学本科女学生(计算出的样本量)。调查采用分层随机抽样技术选择参与者。研究包括一份半结构式问卷,其中包含社会人口学和个人详细资料以及游戏特征。此外,研究还采用了一种标准化工具,即游戏障碍和危险游戏量表(GDHGS)来评估结果。二元逻辑回归分析用于研究因变量的决定因素。在参与者中,只有 236 人(46.1%)被确认为游戏玩家。游戏玩家的平均年龄为 21.09 岁(标准差 = 1.65)。在游戏玩家中,约有 31 名(13.1%)医学本科生患有 IGD。二元逻辑回归分析发现了一些重要的 IGD 决定因素,如对学习成绩不满意(COR = 24.8)、每天玩网络游戏超过 2 小时(COR = 5.9)、玩付费游戏(COR = 2.8)和每天玩游戏(COR = 4.99)。IGD在专业医科大学学生中非常普遍,其倾向与学习成绩差、使用付费游戏和长时间、成天玩游戏有关。因此,管理人员应识别高危学生并帮助他们寻求治疗。
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来源期刊
Middle East Current Psychiatry
Middle East Current Psychiatry Medicine-Psychiatry and Mental Health
CiteScore
3.00
自引率
0.00%
发文量
89
审稿时长
9 weeks
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