Title of article
Gaming disorder among students of Tabriz University of Medical Sciences: The frequency and related factors
Author/Authors
Vahidi, M Research Center of Psychiatry and Behavioral Sciences - Tabriz University of Medical Sciences - Tabriz, Iran , Zamanzadeh, V Faculty of Nursing and Midwifery - Tabriz University of Medical Sciences - Tabriz, Iran , Musavi, S Faculty of Health - Tabriz University of Medical Sciences - Tabriz, Iran , Roshangar, F Faculty of Nursing and Midwifery - Tabriz University of Medical Sciences - Tabriz, Iran , Janani, R Faculty of Nursing and Midwifery - Tabriz University of Medical Sciences - Tabriz, Iran
Pages
7
From page
763
To page
769
Abstract
Background: Gaming disorder has been identified as a health problem. Disorders in emerging adulthood might negatively affect
individuals’ attitude toward the world, their communication with others, and formation of their personal identity. Thus, the present study was performed to identify the frequency of gaming disorder and its related factors among students of Tabriz University of
Medical Sciences.
Methods: A total of 813 undergraduate students of
Tabriz University of Medical Sciences participated in this descriptive
correlational study in 2018. All students filled the personal-social information form and Social Readjustment Rating Scale, and gamers filled gaming behaviors form and Internet gaming disorder-20 test (IGD). Data were analyzed using descriptive statistics and Pearson
correlation coefficient, t- test, ANOVA, chi-square, and multiple linear regression.
Results: A total of 394 (48.5%) students were currently playing games. The mean of IGD scores among the gamers was 45.47
±13.93, and 17 (4.3%) of them were recognized as having gaming disorder. The frequency of the disorder among all students was 17 (2.1%). Being male, playing online games, and having access to all 3 gaming devices (computer, smart phone, and tablet) were
recognized as determining factors of gaming disorder.
Conclusion: This study revealed that almost half of the university students were playing video and or on line games; however, a low percentage of the gamers had addictive gaming behaviors. The results indicated the necessity of applying modifications to individuals’ gaming methods as well as implementing the individual and family-centered interventions to prevent and manage gaming disorder.
Keywords
University students , Behavior Addictive , Video Games , Internet
Journal title
Medical Journal of the Islamic Republic of Iran
Serial Year
2021
Record number
2726580
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