Video games and Facebook addiction among Tunisian adolescents: prevalence and associated factors.

Amel Amara, Nihel Omri, Manel Limam, Rania Bannour, Menel Mellouli, Mariem Ghardallou, Chekib Zedini, Jihene Sahli, Ali Mtiraoui
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Abstract

Objectives: As social media and online gaming technology have developed very rapidly over the last two decades, their paired issues are of growing concern worldwide. The aim of our study was to assess the prevalence of video game and Facebook addiction and its predictive factors among Tunisian in school adolescents.

Methods: We conducted a cross-sectional study among in school adolescents in Sousse, Tunisia, over the first academic term of the 2019-2020 school year using a self-administered questionnaire to a randomly selected representative sample of 1,353 students. The valid Arabic version of the Bergen Facebook Addiction Scale (BFAS), the Video Game Addiction Scale (GAS-7), the Beck Depression Inventory Short Form (13 items) and the Screen for Child Anxiety Related Disorders (SCARED-C) were used to assess facebook addiction disorder (FAD), internet gaming disorder (IGD), depression and anxiety respectively.

Results: More than one in four pupils (26.1 %; CI 95 %: 23.8-28.4 %) were identified as problematic video game users and almost a third of participants (32.5 %; CI 95 %: 30-35 %) reported FAD. IGD was significantly associated with FAD (p<0.001). Likewise, pupils exhibiting depressive symptoms as well as those with anxiety symptoms were significantly more likely to be problematic video games and Facebook users (p<0.001 for each). Being addicted to Facebook (AOR=1.83, 95 % CI: 1.18-2.81), experiencing anxiety disorders (AOR=2.43, 95 % CI: 1.52-3.88), being male (AOR=2.51, 95 % CI: 1.95-3.23) and spending more than 4 h per day surfing the net (AOR=2.55, 95 % CI: 1.65-3.96) were the determinants of IGD in the multivariate analysis. Similarly, being addicted to video games (AOR=1.82, 95 % CI: 1.21-2.73), experiencing anxiety disorders (AOR=1.85, 95 % CI: 1.20-2.86), having experienced academic failure (AOR=1.73, 95 % CI: 1.16-2.56), and spending more than 4 h per day on social media (AOR=3.75, 95 % CI: 2.38-5.90) were the predictors of FAD.

Conclusions: The prevalence of problematic use of video games and Facebook is alarmingly high. Identifying risk factors can help screen high-risk adolescents. We need additional prevention measures addressing not just adolescents, but all risk factors.

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突尼斯青少年玩电子游戏和 Facebook 上瘾的情况及相关因素。
目的:随着社交媒体和网络游戏技术在过去二十年中的飞速发展,其配对问题也日益受到全世界的关注。我们的研究旨在评估突尼斯在校青少年玩电子游戏和 Facebook 上瘾的普遍程度及其预测因素:我们在 2019-2020 学年第一学期对突尼斯苏塞的在校青少年进行了一项横断面研究,采用自填问卷的方式随机抽取了具有代表性的 1353 名学生样本。采用有效的阿拉伯语版卑尔根脸书成瘾量表(BFAS)、电子游戏成瘾量表(GAS-7)、贝克抑郁量表简表(13 个项目)和儿童焦虑相关障碍筛查(SCARED-C),分别评估脸书成瘾症(FAD)、网络游戏成瘾症(IGD)、抑郁症和焦虑症:超过四分之一的学生(26.1%;CI 95%:23.8-28.4%)被认定为问题电子游戏用户,近三分之一的参与者(32.5%;CI 95%:30-35%)报告患有 FAD。IGD与FAD明显相关(p结论:有问题地使用电子游戏和 Facebook 的比例之高令人震惊。识别风险因素有助于筛查高风险青少年。我们不仅需要针对青少年,还需要针对所有风险因素采取更多的预防措施。
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来源期刊
International Journal of Adolescent Medicine and Health
International Journal of Adolescent Medicine and Health Medicine-Pediatrics, Perinatology and Child Health
CiteScore
3.60
自引率
0.00%
发文量
12
期刊介绍: The International Journal of Adolescent Medicine and Health (IJAMH) provides an international and interdisciplinary forum for the dissemination of new information in the field of adolescence. IJAMH is a peer-reviewed journal that covers all aspects of adolescence. Manuscripts will be reviewed from disciplines all over the world. The International Editorial Board is dedicated to producing a high quality scientific journal of interest to researchers and practitioners from many disciplines. Topics Medicine and Clinical Medicine Health issues Adolescents Hygiene and Environmental Medicine.
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