Internet gaming disorder and psychological well-being among university students in Egypt

Nov 4, 2023BMC psychology

Internet gaming problems and mental health in Egyptian university students

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Abstract

The prevalence of among Mansoura University students is 6%.

  • Among 870 surveyed students, 36% were normal gamers, 58% were risky gamers, and 6% were disordered gamers.
  • A negative correlation exists between internet gaming disorder and , with a correlation coefficient of r = -0.303.
  • Students in theoretical faculties who began gaming at a younger age and spent over 2 hours per week playing or 3 hours per week thinking about gaming were more likely to develop internet gaming disorder.
  • No significant gender differences were observed in the prevalence of internet gaming disorder among the groups.

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Key numbers

6%
Prevalence of
Percentage of students diagnosed with .
r = -0.303
Negative Correlation
Correlation coefficient between severity and .
500 of 870
Risky Gamers
Count of students identified as risky gamers out of the total sample.

Full Text

What this is

  • This study measures the prevalence of () among university students in Egypt.
  • It explores the relationship between and .
  • 870 students participated, revealing significant insights into gaming behaviors and mental health.

Essence

  • The prevalence of among Mansoura University students is 6%, with a negative correlation to . Risk factors include age of onset and hours spent gaming.

Key takeaways

  • 6% of students were classified as disordered gamers, while 58% were risky gamers. No significant gender differences were found in gaming behavior.
  • A negative correlation (r = -0.303) was identified between severity and scores, indicating that higher scores correspond to lower well-being.
  • Students in theoretical faculties, those starting gaming at a younger age, and those spending more time gaming were more likely to develop .

Caveats

  • The study's cross-sectional design limits causal inferences about the relationship between and .
  • Self-reported scales may introduce biases such as social desirability and memory recall issues.
  • Findings may not be generalizable beyond the specific age group and context of Mansoura University.

Definitions

  • Internet Gaming Disorder (IGD): A condition characterized by excessive and compulsive use of internet games, leading to significant impairment or distress.
  • Psychological Well-Being: A multi-dimensional construct encompassing aspects like autonomy, environmental mastery, and self-acceptance.

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