Reema Karasneh, Sayer Al-Azzam, Karem H Alzoubi, Mohammad B Nusair, Sahar Hawamdeh, Amal T Nusir
{"title":"Patterns and Predictors of Internet Gaming Disorder: An Observational Study from Jordan.","authors":"Reema Karasneh, Sayer Al-Azzam, Karem H Alzoubi, Mohammad B Nusair, Sahar Hawamdeh, Amal T Nusir","doi":"10.2174/1745017902117010217","DOIUrl":null,"url":null,"abstract":"<p><strong>Objective: </strong>Internet Gaming Disorder (IGD) is a rapidly growing public health problem that may have detrimental effects. The purpose of this study is to identify factors associated with IGD status.</p><p><strong>Methods: </strong>In this cross-sectional observational study, a convenient sample of gamers in Jordan was recruited and asked to participate in an online survey based on the nine criteria of the 20-item Internet Gaming Disorder (IGD-20) used to assess gaming disorder. Sociodemographic and psychosocial data were also obtained.</p><p><strong>Results: </strong>A total of 504 gamers participated in this study. The mean age of respondents was 21.6 ± 3.90 years. Using the standard IGD-20 scale, 96 participants (19%) were classified as potential IGD cases, compared to 408 (80.9%) non-disordered gamers. Males were dominant among the population, constituting 348 (69%) of gamers. Males also played significantly more hours per week [17.8 ±16.75] compared to females [13 ± 17.65]. The majority of gamers (411 (81.5%)) were students, although unemployed adults played for the highest total time [23.9 ± 30.84 hours/week]. Device type used for gaming also significantly (p <0.05) affected the time spent playing. Predictors of IGD included educational level (p< 0.05) and playing hours/week (p< 005). Conversely, no significant associations were found between IGD and gender, age, employment, or sleeping hours. IGD is increasingly being diagnosed among both genders and presents a health challenge for internet users.</p><p><strong>Conclusion: </strong>Establishing gamer profiles and recognizing predictors of IGD is therefore vital for guiding clinical classification and diagnosis of the disease.</p>","PeriodicalId":35447,"journal":{"name":"Clinical Practice and Epidemiology in Mental Health","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2021-12-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8728563/pdf/","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Clinical Practice and Epidemiology in Mental Health","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2174/1745017902117010217","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2021/1/1 0:00:00","PubModel":"eCollection","JCR":"Q2","JCRName":"Medicine","Score":null,"Total":0}
引用次数: 1
Abstract
Objective: Internet Gaming Disorder (IGD) is a rapidly growing public health problem that may have detrimental effects. The purpose of this study is to identify factors associated with IGD status.
Methods: In this cross-sectional observational study, a convenient sample of gamers in Jordan was recruited and asked to participate in an online survey based on the nine criteria of the 20-item Internet Gaming Disorder (IGD-20) used to assess gaming disorder. Sociodemographic and psychosocial data were also obtained.
Results: A total of 504 gamers participated in this study. The mean age of respondents was 21.6 ± 3.90 years. Using the standard IGD-20 scale, 96 participants (19%) were classified as potential IGD cases, compared to 408 (80.9%) non-disordered gamers. Males were dominant among the population, constituting 348 (69%) of gamers. Males also played significantly more hours per week [17.8 ±16.75] compared to females [13 ± 17.65]. The majority of gamers (411 (81.5%)) were students, although unemployed adults played for the highest total time [23.9 ± 30.84 hours/week]. Device type used for gaming also significantly (p <0.05) affected the time spent playing. Predictors of IGD included educational level (p< 0.05) and playing hours/week (p< 005). Conversely, no significant associations were found between IGD and gender, age, employment, or sleeping hours. IGD is increasingly being diagnosed among both genders and presents a health challenge for internet users.
Conclusion: Establishing gamer profiles and recognizing predictors of IGD is therefore vital for guiding clinical classification and diagnosis of the disease.
期刊介绍:
Clinical Practice & Epidemiology in Mental Health is an open access online journal, which publishes Research articles, Reviews, Letters in all areas of clinical practice and epidemiology in mental health covering the following topics: Clinical and epidemiological research in psychiatry and mental health; diagnosis, prognosis and treatment of mental health conditions; and frequencies and determinants of mental health conditions in the community and the populations at risk; research and economic aspects of psychiatry, with special attention given to manuscripts presenting new results and methods in the area; and clinical epidemiologic investigation of pharmaceutical agents. Clinical Practice & Epidemiology in Mental Health, a peer reviewed journal, aims to provide the most complete and reliable source of information on current developments in the field. The emphasis will be on publishing quality articles rapidly and freely available worldwide.