Evidence map›Paper›PMID 37215680›Full record

ArticleFrontiers in psychiatry2023

Gaming among female adolescents: profiling and psychopathological characteristics in the Indian context.

Pranjali Chakraborty Thakur, Manoj Kumar Sharma, Vineeth Mohan, John Vijay Sagar Kommu, Nitin Anand, Palaniappan Marimuthu

Open access · goldAbstract read
In one paragraph

Article in Frontiers in psychiatry, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed
2.9field-weighted citation impact, top 9% 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

3 citing papers in PubMed, 5 citations in OpenAlex.

  1. Article
  2. Review
  3. Article
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

6 authors at 1 institution in 1 country.

Pranjali Chakraborty ThakurService for Healthy Use of Technology (SHUT) Clinic, Department of Clinical Psychology, National Institute of Mental Health and Neuro-sciences (NIMHANS), Bengaluru, Karnataka, India.
Manoj Kumar SharmaService for Healthy Use of Technology (SHUT) Clinic, Department of Clinical Psychology, National Institute of Mental Health and Neuro-sciences (NIMHANS), Bengaluru, Karnataka, India.
Vineeth MohanDepartment of Clinical Neurosciences, National Institute of Mental Health and Neuro-sciences (NIMHANS), Bengaluru, Karnataka, India.
John Vijay Sagar KommuDepartment of Child and Adolescent Psychiatry, National Institute of Mental Health and Neuro-sciences (NIMHANS), Bengaluru, Karnataka, India.
Nitin AnandService for Healthy Use of Technology (SHUT) Clinic, Department of Clinical Psychology, National Institute of Mental Health and Neuro-sciences (NIMHANS), Bengaluru, Karnataka, India.
Palaniappan MarimuthuDepartment of Biostatistics, National Institute of Mental Health and Neuro-sciences (NIMHANS), Bengaluru, Karnataka, India.
National Institute of Mental Health and Neurosciences · IN

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Objectives: Gaming is a predominant leisure time activity among adolescents, and the literature suggests that unrestrained gaming behavior might lead to gaming disorder. ICD-11 and DSM-5 have recognized gaming disorder as a psychiatric condition and grouped it under the behavioral addiction category. Research on gaming behavior and addiction is largely based on data from the male population, and problematic gaming has largely been understood from the male perspective. In this study, we are attempting to bridge the existing lacuna in the literature by exploring gaming behavior, gaming disorder, and its related psychopathological characteristics among female adolescents in India. Methods: The study was conducted on a sample of 707 female adolescent participants who were contacted through schools and academic institutes in a city in Southern India. The study adopted a cross-sectional survey design, and data were administered using the mixed modality of online and offline data collection. The participants filled out the following set of questionnaires: socio-demographic sheet, Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), Strength and Difficulties Questionnaire (SDQ), Rosenberg self-esteem scale, and Brief sensation-seeking scale (BSSS-8). The data gathered from the participants were then statistically analyzed using SPSS software version 26. Results: The descriptive statistics revealed that 0.8% of the sample (i.e., five participants out of 707) obtained scores meeting gaming addiction criteria. Correlation analysis demonstrated a significant relationship between all the psychological variables with total IGD scale scores ( Conclusion: Female adolescents prone to gaming addiction can be identified through psychopathological characteristics of conduct, peer problem, and low self-esteem. This understanding can be useful in developing a theoretical model focusing on early screening and preventive strategies for at-risk female adolescents.

Indexed as

conductfemale adolescentsgamingInternet Gaming Disorderpeer problemspsychopathologyself-esteem

Identifiers

PMID37215680
PMCPMC10196071
OpenAlexW4377565884

What OpenQuestion holds

Textmetadata
LicenceCC BY
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.