Healthcare (Basel, Switzerland)

Link between Problematic Internet Gaming and Anxiety and Depression in University Students during COVID-19

Updated

Abstract

The prevalence rate of among university students during the COVID-19 pandemic was 9.86%.

  • Males are at a higher risk of developing Internet Gaming Disorder compared to females, with an of 3.426.
  • Students who preferred gaming on consoles were 13 times more likely to develop Internet Gaming Disorder than those using other platforms.
  • Extensive gaming for more than 4 hours a day is associated with a higher risk of developing Internet Gaming Disorder, with an adjusted odds ratio of 8.929.
  • High levels of stress significantly increase the risk of Internet Gaming Disorder, with an adjusted odds ratio of 13.729.
  • Factors such as biological sex, preferred gaming platforms, gameplay, history of substance use, and stress levels are associated with Internet Gaming Disorder.

Simplified

Key numbers

9.86%
Prevalence of
Percentage of university students diagnosed with .
3.426
Higher Risk for Males
comparing males to females.
13.031×
Console Gaming Risk
Odds ratio for developing among console users vs. other platforms.

Full Text

What this is

  • This study investigates the association between () and mental health issues like anxiety and depression among university students during the COVID-19 pandemic.
  • It involved 213 students who completed questionnaires assessing their gaming habits and mental health.
  • The findings reveal a notable prevalence of and highlight various risk factors associated with it.

Essence

  • The prevalence of () among university students during the COVID-19 pandemic was 9.86%. Males had a higher risk of developing , particularly those using consoles and gaming for over 4 hours daily.

Key takeaways

  • The prevalence of among university students was 9.86%, indicating a significant concern during the pandemic. This rate is higher than the global average of 3.05%.
  • Males were 3.426 times more likely to develop compared to females. This aligns with previous studies suggesting a gender disparity in gaming addiction.
  • Students using consoles as their preferred gaming platform were 13.031 times more likely to develop compared to those using other platforms. Additionally, those gaming for more than 4 hours daily had an 8.929 times higher risk of developing .

Caveats

  • The cross-sectional design limits the ability to establish causal relationships between and its associated factors. Further longitudinal studies are needed.
  • The sample was predominantly young adults from a university setting, which may not reflect the broader population's prevalence.
  • Self-reported questionnaires may introduce measurement errors, as participants may underreport sensitive issues like substance use.

Definitions

  • Internet Gaming Disorder (IGD): A condition characterized by excessive and compulsive use of internet games, leading to significant impairment or distress.
  • Adjusted Odds Ratio (AOR): A statistical measure that indicates the odds of an outcome occurring in one group compared to another, adjusted for potential confounding factors.

Simplified

Funding

Competing interests

The authors declare no conflict of interest.
PubMed

What Lands in Your Inbox Each Week:

  • 📚7 fresh studies
  • 📝plain-language summaries
  • direct links to original studies
  • 🏅top journal indicators
  • 📅weekly delivery
  • 🧘‍♂️always free