Prevalence of video gaming disorder in Saudi Arabia: a school-based national study.

Amjad Alfaleh, Abrar Alzaher, Abdullah Alkattan, Khaled Alabdulkareem, Mona H Ibrahim
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Abstract

Background: Video gaming is a popular leisure activity among adolescents. Those who play excessively are in danger of educational and social drawbacks and may become addicted to video gaming. Several published studies determined the prevalence of GD among children in specific Saudi regions. However, the current study assessed the national prevalence of video gaming disorder (GD) and its risk factors among school students in Saudi Arabia.

Methods: A school-based survey was conducted among adolescents in all regions of Saudi Arabia during the academic year 2021-2022. A multistage stratified cluster sampling technique was used to select the school students. An Arabic-validated version of the 9-item dichotomous (yes/no) GD Scale based on the DSM-5 criteria was used to determine GD prevalence among the students. The score ranged from zero to nine (0-9). Participants who scored five or more were deemed as having GD. Students who scored less than five were classified as normal gamers (score 0-1) or risky gamers (score 2-4).

Results:  We recruited 5332 school students. Their mean age was 15.5 ± 1.7 years, and almost half of them were males (50.7%). According to the GD score, the prevalence of normal gamers was 39.08% (N = 1714), risky gamers 40.47% (N = 1775), and those with GD was, 20.45% (N = 897). Logistic regression was performed to determine the association between video gaming disorder and all the gathered variables, which include age, educational grade, sex, types of video gaming, and categories of video games played. The results showed that nationality, age, educational grade, sex, using only mobile devices to play, and playing puzzle and sports games were not associated with video gaming disorder. On the other hand, it was revealed that using tablets, game consoles, PCs; having multiple devices; and playing online, fighting, car racing, war, and adventure games were significantly linked to GD.

Conclusion: The prevalence of GD was 20.45% among Saudi school students who play video games. Utilizing more than one type of gaming device and playing games in the fighting, war, and multiplayer categories via an online connection were significantly linked to having GD. To limit video gaming addiction, we encourage screening, diagnosing, and treating disordered video gamers early. In addition, governmental authorities and video game companies should discuss and revise numerous policy measures to minimize the accessibility of video games, limit the harms and risks related to them, and assist video gamers in becoming effective members of society.

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沙特阿拉伯视频游戏障碍的流行情况:一项以学校为基础的全国性研究。
背景介绍电子游戏是青少年喜爱的休闲活动。过度玩电子游戏的青少年有可能在教育和社交方面产生不良影响,并有可能沉迷于电子游戏。几项已发表的研究确定了沙特特定地区儿童的电子游戏成瘾症发病率。然而,本研究对沙特阿拉伯全国在校学生的电子游戏障碍(GD)患病率及其风险因素进行了评估:方法:在2021-2022学年对沙特阿拉伯所有地区的青少年进行了一次基于学校的调查。调查采用多阶段分层整群抽样技术选取在校学生。调查使用了根据 DSM-5 标准编制的阿拉伯语验证版 9 项二分法(是/否)GD 量表,以确定 GD 在学生中的流行率。分值范围从 0 到 9 (0-9)。得分在 5 分或 5 分以上的参与者被视为患有 GD。得分低于 5 分的学生被分为正常游戏者(0-1 分)和危险游戏者(2-4 分): 我们招募了 5332 名在校学生。他们的平均年龄为(15.5 ± 1.7)岁,近一半为男性(50.7%)。根据 GD 评分,正常游戏者占 39.08%(1714 人),危险游戏者占 40.47%(1775 人),GD 患者占 20.45%(897 人)。为确定视频游戏障碍与所有收集变量(包括年龄、教育等级、性别、视频游戏类型和所玩视频游戏的类别)之间的关联,研究人员进行了逻辑回归。结果显示,国籍、年龄、教育年级、性别、只使用移动设备玩游戏、玩益智和体育游戏与视频游戏障碍无关。另一方面,使用平板电脑、游戏机、个人电脑;拥有多种设备;玩网络游戏、格斗游戏、赛车游戏、战争游戏和冒险游戏则与电子游戏障碍有显著关联:结论:在玩电子游戏的沙特学生中,GD 的发病率为 20.45%。使用一种以上的游戏设备,以及通过在线连接玩格斗、战争和多人游戏类别的游戏,都与患有广东话有很大关系。为了限制电子游戏成瘾,我们鼓励及早筛查、诊断和治疗紊乱的电子游戏玩家。此外,政府部门和电子游戏公司应讨论并修订多项政策措施,以尽量减少电子游戏的可获得性,限制与之相关的危害和风险,并帮助电子游戏玩家成为有效的社会成员。
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来源期刊
CiteScore
6.50
自引率
0.00%
发文量
25
审稿时长
10 weeks
期刊介绍: The journal accepts papers of original research which are not being considered for publication elsewhere and which contribute to the advancement of knowledge of Public Health at large
期刊最新文献
Metabolic syndrome prediction based on body composition indices. Pattern of antibiotic use among children caregivers: a cross-sectional study. Correction: Framework for developing cost-effectiveness analysis threshold: the case of Egypt. Psychological antecedents of vaccine inequity: keys to improve the rates of vaccination. Matters arising: On the cost-effectiveness for the Italian National Health Service of nab-paclitaxel plus gemcitabine vs gemcitabine alone in metastatic pancreatic cancer.
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