Prevalence and Prediction of Video Gaming Addiction Among Saudi Adolescents, Using the Game Addiction Scale for Adolescents (GASA).

IF 2.8 3区 心理学 Q2 PSYCHOLOGY, CLINICAL
Psychology Research and Behavior Management Pub Date : 2024-11-12 eCollection Date: 2024-01-01 DOI:10.2147/PRBM.S493776
Mostafa A Abolfotouh, Najla A Barnawi
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引用次数: 0

Abstract

Background: Understanding the prevalence and predictors of video game (VG) addiction is crucial in the Saudi context for improving the quality of life for adolescents and youths. We aim to determine the prevalence, types, and predictors of VG addiction disorders among Saudi adolescents using the validated Arabic-translated Game Addiction Scale for Adolescents (GASA).

Methods: A cross-sectional study of 787 adolescents was conducted via SurveyMonkey with the validated Arabic-translated GASA. The tool has seven domains, each containing three items, scored on a 5-point Likert scale. Data were collected on adolescent demographic characteristics (gender, age, education level, school performance, interaction, socialization, exercising, prayer, the parent's marital status, and education) and VG-related characteristics (age when child started playing VG, duration of playing VG per day, number of children in the family playing VG, parent's permission to play, parent's perception about the positive influence of VG). Logistic regression analysis was performed to identify the predictors of VG addiction. Significance was considered at p < 0.05.

Results: Of the 787 adolescents, 8.3% were addicted gamers, 33.4% were problem gamers, and 2.2% were highly engaged. Being an addicted gamer was significantly associated with male gender (OR = 1.36, p = 0.038), higher fathers' education (OR = 1.62, p = 0.001), and favorable perception of parents to VG (OR = 1.51, p = 0.007). When the ROC curve was applied, a cut-off score of 85 was the optimum GASA score above which the adolescent was likely to be an addicted gamer, with 76.9% sensitivity, 84.2% specificity, and an area under the curve of 88.5%.

Conclusion: Our study could be a pilot study for similar studies in other Arab countries. Potential community-based educational programs, parental involvement strategies, or activities to promote alternative hobbies of adolescents are recommended. Additional studies are necessary on how cultural differences might influence gaming addiction and the applicability of Western-based tools like GASA to Saudi contexts.

使用青少年游戏成瘾量表 (GASA) 预测沙特青少年视频游戏成瘾的发生率和预测结果。
背景:在沙特,了解电子游戏(VG)成瘾的患病率和预测因素对于提高青少年的生活质量至关重要。我们旨在使用经过验证的阿拉伯语翻译版《青少年游戏成瘾量表》(GASA)来确定沙特青少年电子游戏成瘾症的患病率、类型和预测因素:通过 SurveyMonkey 对 787 名青少年进行了横断面研究,并使用了经过验证的阿拉伯语翻译版 GASA。该工具有七个领域,每个领域包含三个项目,采用 5 分制李克特量表计分。收集的数据包括青少年人口特征(性别、年龄、受教育程度、在校表现、互动、社交、锻炼、祈祷、父母的婚姻状况和受教育程度)和 VG 相关特征(孩子开始玩 VG 的年龄、每天玩 VG 的时间、家中玩 VG 的孩子数量、父母是否允许孩子玩 VG、父母对 VG 积极影响的看法)。对VG成瘾的预测因素进行了逻辑回归分析。P<0.05为显著性:在 787 名青少年中,8.3% 为沉迷游戏者,33.4% 为问题游戏者,2.2% 为高度参与游戏者。沉迷游戏者与男性性别(OR = 1.36,p = 0.038)、父亲受教育程度较高(OR = 1.62,p = 0.001)和父母对 VG 的好感(OR = 1.51,p = 0.007)显著相关。根据 ROC 曲线,85 分是最佳的 GASA 临界值,超过 85 分的青少年可能是游戏成瘾者,灵敏度为 76.9%,特异度为 84.2%,曲线下面积为 88.5%:我们的研究可以作为在其他阿拉伯国家开展类似研究的试点。建议开展潜在的社区教育计划、家长参与策略或活动,以促进青少年的其他爱好。对于文化差异如何影响游戏成瘾,以及西方工具(如 GASA)在沙特的适用性等问题,有必要开展更多研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
4.50
自引率
4.70%
发文量
341
审稿时长
16 weeks
期刊介绍: Psychology Research and Behavior Management is an international, peer-reviewed, open access journal focusing on the science of psychology and its application in behavior management to develop improved outcomes in the clinical, educational, sports and business arenas. Specific topics covered in the journal include: -Neuroscience, memory and decision making -Behavior modification and management -Clinical applications -Business and sports performance management -Social and developmental studies -Animal studies The journal welcomes submitted papers covering original research, clinical studies, surveys, reviews and evaluations, guidelines, expert opinion and commentary, case reports and extended reports.
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