Prevalence and correlates of gaming addiction among high school students in Ahmedabad, India: a cross-sectional study.
Аннотация
OBJECTIVES
To determine the prevalence of internet gaming disorder (IGD) among high school students in Ahmedabad, India and the associations between IGD and behavioural and emotional problems.
METHODS
Students of grades 9 to 12 attending English-medium schools in Ahmedabad, India, who had ever engaged in gaming were recruited between February 2023 and June 2024. Participants were asked to complete a semi-structured proforma to collect data regarding demographics, time spent gaming per day, preferred time for gaming, gaming device, gaming type, gaming genre, and regular daily exercise. Participants were also asked to complete four self-report instruments including the Internet Gaming Disorder Scale Short Form, Insomnia Severity Index, Perceived Stress Scale, and 4-item Patient Health Questionnaire.
RESULTS
In total, 2200 high school students were included in the analysis. The mean IGD score was 18.4; 15.8% of students were indicative of IGD. Compared with those without IGD, those with IGD were more likely to be in 11th grade (odds ratio [OR] = 2.073, p = 0.037), play >3 hours per day (OR = 3.232, p = 0.003), and have higher levels of perceived stress (OR = 5.793, p < 0.001), insomnia (OR = 0.866, p < 0.001), and anxiety and depression symptoms (OR = 0.923, p = 0.002).
CONCLUSION
Among Ahmedabad high school students, IGD was associated with those in 11th grade, play >3 hours per day, and with higher levels of perceived stress, insomnia severity, and anxiety and depressive symptoms.
Предметные рубрики MeSH
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Обработка статьи · этапы, ошибки и управление
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История · было → стало
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