Evidence map›Paper›PMID 35173791›Full record

ArticleClinical practice and epidemiology in mental health : CP & EMH2021

Patterns and Predictors of Internet Gaming Disorder: An Observational Study from Jordan.

Reema Karasneh, Sayer Al-Azzam, Karem H Alzoubi, Mohammad B Nusair, Sahar Hawamdeh, Amal T Nusir

Abstract read
In one paragraph

Article in Clinical practice and epidemiology in mental health : CP & EMH, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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4 · The record

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5 · Who and what money

Authors and funding

6 authors.

Reema KarasnehDepartment of Basic Medical Sciences, Faculty of Medicine, Yarmouk University, Irbid, Jordan.
Sayer Al-AzzamDepartment of Clinical Pharmacy, Faculty of Pharmacy, Jordan University of Science and Technology, Irbid, Jordan.
Karem H AlzoubiDepartment of Pharmacy Practice and Pharmacotherapeutics, University of Sharjah, Sharjah, UAE.
Mohammad B NusairDepartment of Clinical Pharmacy and Pharmacy Practice; Faculty of Pharmacy, Yarmouk University, Irbid, Jordan.
Sahar HawamdehDepartment of Clinical Pharmacy, Faculty of Pharmacy, Jordan University of Science and Technology, Irbid, Jordan.
Amal T NusirDepartment of Arabic Language and Literature, Faculty of Arts, Yarmouk University, Irbid, Jordan.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

objectiveInternet Gaming Disorder (IGD) is a rapidly growing public health problem that may have detrimental effects. The purpose of this study is to identify factors associated with IGD status.

methodsIn this cross-sectional observational study, a convenient sample of gamers in Jordan was recruited and asked to participate in an online survey based on the nine criteria of the 20-item Internet Gaming Disorder (IGD-20) used to assess gaming disorder. Sociodemographic and psychosocial data were also obtained.

resultsA total of 504 gamers participated in this study. The mean age of respondents was 21.6 ± 3.90 years. Using the standard IGD-20 scale, 96 participants (19%) were classified as potential IGD cases, compared to 408 (80.9%) non-disordered gamers. Males were dominant among the population, constituting 348 (69%) of gamers. Males also played significantly more hours per week [17.8 ±16.75] compared to females [13 ± 17.65]. The majority of gamers (411 (81.5%)) were students, although unemployed adults played for the highest total time [23.9 ± 30.84 hours/week]. Device type used for gaming also significantly (p <0.05) affected the time spent playing. Predictors of IGD included educational level (p< 0.05) and playing hours/week (p< 005). Conversely, no significant associations were found between IGD and gender, age, employment, or sleeping hours. IGD is increasingly being diagnosed among both genders and presents a health challenge for internet users.

conclusionEstablishing gamer profiles and recognizing predictors of IGD is therefore vital for guiding clinical classification and diagnosis of the disease.

Indexed as

AddictionGamingIGDImpairmentMental disordersPatternsPsychosocial dataRelapse

Identifiers

PMID35173791
PMCPMC8728563

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