Evidence map›Paper›PMID 36865753›Full record

ArticleSAGE open nursing

Prevalence and Risk Factors of Internet Gaming Disorder Under the COVID-19 Pandemic Among University Students in Macao.

Yan Wang, Ming Liu, Oi Ching Bernice Lam Nogueira

Open access · goldAbstract read
In one paragraph

Article in SAGE open nursing. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 9 papers.

0numbers the graph read from it
0cells of the map it votes in
9citing papers in PubMed
8.1field-weighted citation impact, top 3% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

9 citing papers in PubMed, 14 citations in OpenAlex.

  1. Article
  2. Perceived Stress, Loneliness, and Resilience in Relation to Game Addiction Among Adolescents in Bangkok During the COVID-19 Pandemic Transition Period.Journal of child and adolescent psychiatric nursing : official publication of the Association of Child and Adolescent Psychiatric Nurses, Inc · 2025
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors at 2 institutions in 2 countries.

Yan WangFaculty of Health Sciences and Sports, Macao Polytechnic University, Macao, China.ORCID https://orcid.org/0000-0002-4609-3033
Ming LiuPeking University Health Science Center, Macao Polytechnic University Nursing Academy, Macao, China.
Oi Ching Bernice Lam NogueiraFaculty of Health Sciences and Sports, Macao Polytechnic University, Macao, China.
Macao Polytechnic University · MOPeking University · CN

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Introduction: During the COVID-19 pandemic, the zero-tolerance policy implemented in Macao affected university students' life and learning styles. Objectives: This study aimed to investigate the prevalence of internet gaming disorder (IGD) and analyze its risk factors among university students of Macao amid the COVID-19 pandemic. Methods: Two hundred and twenty-nine university students were recruited by convenience sampling. The cross-sectional investigation was conducted using the 9-item Chinese version of the IGD Scale, the Chinese Version of the Self-Compassion Scale, and the Chinese version of the Brief Resilience Scale. Results: The prevalence was 7.4%. Compared to Non-IGD gamers, the IGD gamers were more likely to be the older, male gender, with a longer gaming history, with more game hours per day in the last month, and with a lower self-compassion score and resilience. Conclusion: The prevalence of IGD increased. Students who are the older, male gender, with more gaming time, low self-compassion, and low resilience, have a high possibility of IGD.

Indexed as

COVID-19internet addiction disorderprevalencerisk factorsuniversity students

Identifiers

PMID36865753
PMCPMC9972052
OpenAlexW4322580705

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.