Association between the Internet Gaming Disorder and Anxiety and Depression among University Students during COVID-19 Pandemic

Apr 28, 2023Healthcare (Basel, Switzerland)

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

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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.

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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.

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