Gaming pattern, prevalence of problematic gaming, and perceived stress level among the Indian medical graduate

IF 0.6 Q4 PSYCHIATRY
Parveen Kumar, V. Patel, D. Tiwari, D. Vasavada, R. Bhatt, N. Chanpa
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引用次数: 2

Abstract

Background: Problematic gaming use is prevalent among the adolescents and young adults. The awareness of problematic gaming as a behavioral addiction is low in the community. Aims: This study was aimed to find the prevalence of problematic gaming, gaming pattern, and perceived stress level among Indian medical graduates. Methods: A total of 922 undergraduate medical students participated in this cross-sectional study. Demographic details, different gaming variables, “internet gaming disorder scale short form (IGDS9),” and “Perceived stress scale” were filled by participants using the Google form. Results: Out of 595 students, 8.71% reported problematic gaming use. Positive correlation was observed between Internet gaming disorder score and perceived stress score (r = 0.446, P < 0.001). Male participants, younger age group, first year medical students, and participants playing more hours per day were associated with higher score on IGDS (P < 0.001). Positive correlation was observed between the duration of game play (in years) with IGDS score (r = 0.359, P < 0.001). Action games playing participants had higher score on Gaming Disorder Scale followed by simulation games playing participants (P = 0.001). Conclusion: Problematic gaming use is prevalent behavioral addiction among the medical students. Students with problematic gaming reported a high level of stress. Education and interactive workshop of problematic gaming should be conducted as a part of foundation course in the medical education.
印度医学毕业生的游戏模式、问题游戏的流行程度和感知压力水平
背景:有问题的游戏使用在青少年和年轻人中很普遍。在社区中,问题游戏作为一种行为成瘾的意识并不高。目的:本研究旨在了解印度医学毕业生中问题游戏的流行程度、游戏模式和感知压力水平。方法:对922名医科本科生进行横断面调查。参与者使用谷歌表格填写了人口统计细节、不同的游戏变量、“网络游戏障碍量表简表(IGDS9)”和“感知压力量表”。结果:在595名学生中,8.71%的人报告了游戏使用问题。网络游戏障碍得分与感知压力得分呈正相关(r = 0.446, P < 0.001)。男性参与者、年龄较小的年龄组、一年级医学生和每天游戏时间较长的参与者的IGDS得分较高(P < 0.001)。游戏持续时间(以年为单位)与IGDS得分呈正相关(r = 0.359, P < 0.001)。动作游戏参与者在游戏障碍量表上得分较高,其次是模拟游戏参与者(P = 0.001)。结论:问题性游戏使用是医学生普遍存在的行为成瘾。有问题游戏的学生报告压力很大。在医学教育的基础课程中,应开展问题游戏教育和互动研讨会。
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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7
审稿时长
31 weeks
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