From classrooms to controllers: how school closures shaped children's video gaming habits

Mar 13, 2024Social psychiatry and psychiatric epidemiology

How School Closures Changed Children's Video Game Playing Habits

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Abstract

Average weekly screen time increased significantly from 19.7 hours to 31.9 hours during school closures.

  • Of 428 parents, 257 (60%) reported their child engaged in video gaming during school closures.
  • Video gaming time increased from 8.6 hours to 13.0 hours per week.
  • The prevalence of (IGD) was found to be 8.6%.
  • Male students, expatriates, and those with increased gaming time were more likely to develop IGD compared to females and Qatari locals.

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Key numbers

12.2 hours
Increase in Screen Time
Average change in weekly screen time during school closures.
4.5 hours
Increase in Video Gaming Time
Average change in weekly video gaming time during school closures.
8.6%
Prevalence of
Percentage of students meeting criteria for .

Full Text

What this is

  • This research assesses the impact of COVID-19-related school closures on screen time and video gaming habits among governmental school students in Qatar.
  • The study examines the prevalence of () within this context.
  • Data were collected through telephone interviews with parents of students aged 8-15 years.

Essence

  • School closures during COVID-19 led to a significant increase in screen time and video gaming among students in Qatar, with a notable prevalence of () at 8.6%.

Key takeaways

  • Average weekly screen time increased from 19.7 hours to 31.9 hours during school closures. This rise reflects a shift towards more sedentary behaviors among children.
  • Video gaming time rose from 8.6 hours to 13.0 hours per week. The increase in gaming was particularly pronounced among male students and expatriates.
  • The prevalence of was found to be 8.6%, with male students and expatriates being more likely to develop this disorder compared to their female and local counterparts.

Caveats

  • The study relies on parental reporting, which may introduce recall bias affecting the accuracy of reported screen time and gaming behaviors.
  • The research does not distinguish between different gaming platforms or online vs. offline games, which may have varying impacts on .

Definitions

  • Internet Gaming Disorder (IGD): A condition characterized by excessive gaming behavior leading to significant impairment or distress.

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