ArticleAddiction & health2022
An Evaluation of the Factors Related to Internet Gaming Disorder in Young Adults.
Article in Addiction & health, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.
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Who cites it
6 citing papers in PubMed.
- Situating problematic gaming and psychotic-like experiences in the adolescent landscape of affordances: A cohort study.Journal of behavioral addictions · 2026Article
- Internet Gaming Disorder and Nonmedical Prescription Drug Use: The Moderating Role of Student Status.International journal of environmental research and public health · 2026Article
- Differential associations between distinct facets of empathy, engaged gaming, and problematic gaming behaviours.BMC psychology · 2026Article
- Social context in the development of problematic gaming habits: a narrative exploration.Discover mental health · 2025Article
- Internet gaming disorder and violent video gameplay among higher secondary school-going adolescents in Karachi, Pakistan-A cross-sectional study.PLOS mental health · 2025Article
- Detection and Characterization of Online Substance Use Discussions Among Gamers: Qualitative Retrospective Analysis of Reddit r/StopGaming Data.JMIR infodemiology · 2024Article
Corrections and comments
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Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Background: Game addiction is a growing problem all over the world. The present study aimed to evaluate the prevalence and psychological, social, and behavioral effects of internet gaming disorder (IGD) on young adults. Methods: A preliminary study was conducted and the game types most commonly played on the internet were determined. Then, approximately 60 gaming site managers were contacted. After obtaining consent, the questionnaires were sent to gaming site members and they were asked to complete the questionnaires. Data were collected through a sociodemographic form, Internet Gaming Disorder Scale-Short Form (IGDS9-SF), Strengths and Difficulties Questionnaire (SDQ), and State-Trait Anxiety Inventory (STAI). Findings: The study was conducted with 613 participants. The age of the participants ranged from 15 to 30 years, with a mean age of 20.80±4.63 years. The prevalence of IGD was 10% (n=67). Those with low-income families and low academic performance were identified as more likely to develop IGD. Moreover, IGD was revealed to be more likely in individuals with fewer close friends, playing games from an early age, and those with a habit of devoting extensive time to watching online game videos on Twitch or YouTube. In addition, the risk of gaming disorder was approximately two times higher in individuals who preferred First Person Shooter (FPS) games and Massively Multiplayer Online Role-Playing Games (MMORPG). Conclusion: The results of this study could be useful for estimating the level of IGD and carrying out more comprehensive studies to possibly be able to control IGD.
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