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

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.
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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。
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发文量
7
审稿时长
31 weeks
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