Prevalence and correlates of gaming addiction among high school students in Ahmedabad, India: a cross-sectional study.

Q3 Medicine
A Barot, V Patel, H Mehta, H Sharma, V Sharma, R Anajwala
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引用次数: 0

Abstract

Objectives: To determine the prevalence of internet gaming disorder (IGD) among high school students in Ahmedabad, India and the associations between IGD and behavioural and emotional problems.

Methods: Students of grades 9 to 12 attending English-medium schools in Ahmedabad, India, who had ever engaged in gaming were recruited between February 2023 and June 2024. Participants were asked to complete a semi-structured proforma to collect data regarding demographics, time spent gaming per day, preferred time for gaming, gaming device, gaming type, gaming genre, and regular daily exercise. Participants were also asked to complete four self-report instruments including the Internet Gaming Disorder Scale Short Form, Insomnia Severity Index, Perceived Stress Scale, and 4-item Patient Health Questionnaire.

Results: In total, 2200 high school students were included in the analysis. The mean IGD score was 18.4; 15.8% of students were indicative of IGD. Compared with those without IGD, those with IGD were more likely to be in 11th grade (odds ratio [OR] = 2.073, p = 0.037), play >3 hours per day (OR = 3.232, p = 0.003), and have higher levels of perceived stress (OR = 5.793, p < 0.001), insomnia (OR = 0.866, p < 0.001), and anxiety and depression symptoms (OR = 0.923, p = 0.002).

Conclusion: Among Ahmedabad high school students, IGD was associated with those in 11th grade, play >3 hours per day, and with higher levels of perceived stress, insomnia severity, and anxiety and depressive symptoms.

印度艾哈迈达巴德高中生游戏成瘾的流行及其相关因素:一项横断面研究。
目的:确定网络游戏障碍(IGD)在印度艾哈迈达巴德高中学生中的流行程度,以及IGD与行为和情绪问题之间的关系。方法:在2023年2月至2024年6月期间招募印度艾哈迈达巴德英语学校9至12年级的学生,这些学生曾经从事过游戏。参与者被要求完成一份半结构化的表格,收集有关人口统计数据、每天花在游戏上的时间、喜欢玩游戏的时间、游戏设备、游戏类型、游戏类型和定期日常锻炼的数据。参与者还被要求完成四项自我报告工具,包括网络游戏障碍量表简表、失眠严重程度指数、感知压力量表和四项患者健康问卷。结果:共有2200名高中生被纳入分析。平均IGD评分为18.4分;15.8%的学生表现为IGD。与未患IGD的儿童相比,患有IGD的儿童更有可能进入11年级(优势比[OR] = 2.073, p = 0.037),每天玩游戏3小时(OR = 3.232, p = 0.003),并且有更高水平的感知压力(OR = 5.793, p < 0.001),失眠(OR = 0.866, p < 0.001),焦虑和抑郁症状(OR = 0.923, p = 0.002)。结论:在艾哈迈达巴德高中的学生中,IGD与11年级的学生有关,他们每天玩bb30小时,并且有更高水平的感知压力、失眠严重程度、焦虑和抑郁症状。
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
East Asian Archives of Psychiatry
East Asian Archives of Psychiatry Medicine-Medicine (all)
CiteScore
1.60
自引率
0.00%
发文量
13
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