{"title":"Burden of gaming disorder among adolescents: A systemic review and meta-analysis","authors":"Prakasini Satapathy , Mahalaqua Nazli Khatib , Ashok Kumar Balaraman , Roopashree R , Mandeep Kaur , Manish Srivastava , Amit Barwal , G.V. Siva Prasad , Pranchal Rajput , Rukshar Syed , Gajendra Sharma , Sunil Kumar , Mahendra Pratap Singh , Ganesh Bushi , Nagavalli Chilakam , Sakshi Pandey , Manvinder Brar , Rachana Mehta , Sanjit Sah , AbhayM. Gaidhane , Shailesh Kumar Samal","doi":"10.1016/j.puhip.2024.100565","DOIUrl":null,"url":null,"abstract":"<div><h3>Objectives</h3><div>Integrating digital technology into daily life has made video games a primary form of entertainment for adolescents worldwide. Despite their benefits, excessive gaming has emerged as a significant public health issue, recognized as a gaming disorder by the World Health Organization in the ICD-11. This study aims to assess the prevalence of gaming disorders among adolescents through a systematic review and meta-analysis.</div></div><div><h3>Study design</h3><div>Systematic review and meta-analysis.</div></div><div><h3>Methods</h3><div>A search was conducted across multiple databases until February 15, 2024. Observational studies that assessed the prevalence of gaming disorder were included. Nested Knowledge software was used for screening and data extraction. The quality assessment was performed using the Joanna Briggs Institute tool. Meta-analysis using a random effect model was used to synthesize prevalence rates. Statistical analyses were performed in R software version 4.3.</div></div><div><h3>Results</h3><div>The meta-analysis included 84 studies covering a diverse geographical scope totaling 641,763 individuals. The pooled prevalence of gaming disorder was 8.6 % (95 % CI: 6.9 %–10.8 %), (I<sup>2</sup> = 100 %). Subgroup analysis revealed varying prevalence rates by country, with China reporting the highest rate at 11.7 % (95 % CI: 8.6 %–15.7 %). Meta-regression analysis highlighted an increasing trend in the prevalence of gaming disorder over the years, underscoring the growing impact of digital technologies.</div></div><div><h3>Conclusion</h3><div>A significant prevalence of gaming disorder among adolescents is observed. With an increasing trend, fostering healthy gaming habits, enhancing awareness, and implementing effective intervention programs are crucial. This emphasizes the importance of global efforts in combating the growing challenge of gaming disorder among adolescents.</div></div>","PeriodicalId":34141,"journal":{"name":"Public Health in Practice","volume":"9 ","pages":"Article 100565"},"PeriodicalIF":2.2000,"publicationDate":"2024-12-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Public Health in Practice","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S2666535224001022","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH","Score":null,"Total":0}
引用次数: 0
Abstract
Objectives
Integrating digital technology into daily life has made video games a primary form of entertainment for adolescents worldwide. Despite their benefits, excessive gaming has emerged as a significant public health issue, recognized as a gaming disorder by the World Health Organization in the ICD-11. This study aims to assess the prevalence of gaming disorders among adolescents through a systematic review and meta-analysis.
Study design
Systematic review and meta-analysis.
Methods
A search was conducted across multiple databases until February 15, 2024. Observational studies that assessed the prevalence of gaming disorder were included. Nested Knowledge software was used for screening and data extraction. The quality assessment was performed using the Joanna Briggs Institute tool. Meta-analysis using a random effect model was used to synthesize prevalence rates. Statistical analyses were performed in R software version 4.3.
Results
The meta-analysis included 84 studies covering a diverse geographical scope totaling 641,763 individuals. The pooled prevalence of gaming disorder was 8.6 % (95 % CI: 6.9 %–10.8 %), (I2 = 100 %). Subgroup analysis revealed varying prevalence rates by country, with China reporting the highest rate at 11.7 % (95 % CI: 8.6 %–15.7 %). Meta-regression analysis highlighted an increasing trend in the prevalence of gaming disorder over the years, underscoring the growing impact of digital technologies.
Conclusion
A significant prevalence of gaming disorder among adolescents is observed. With an increasing trend, fostering healthy gaming habits, enhancing awareness, and implementing effective intervention programs are crucial. This emphasizes the importance of global efforts in combating the growing challenge of gaming disorder among adolescents.