Evidence map›Paper›PMID 37667729›Full record

ArticleCureus2023

The Prevalence of Video Game Addiction and Its Relation to Anxiety, Depression, and Attention Deficit Hyperactivity Disorder (ADHD) in Children and Adolescents in Saudi Arabia: A Cross-Sectional Study.

Nader Alrahili, Mohammad Alreefi, Issa M Alkhonain, Malak Aldakhilallah, Jamal Alothaim, Abdulwahed Alzahrani, Abdulrahman Alshargi, Nuran Baabbad

Open access · diamondAbstract read
In one paragraph

Article in Cureus, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 13 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
13citing papers in PubMed, 1 pooled it
11.6field-weighted citation impact, top 2% 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

13 citing papers in PubMed, 1 synthesis or guideline pooled it, 20 citations in OpenAlex.

  1. Pooled it
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  5. Internet Gaming Disorder and Nonmedical Prescription Drug Use: The Moderating Role of Student Status.International journal of environmental research and public health · 2026
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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

8 authors at 4 institutions in 4 countries.

Nader AlrahiliPsychiatry, Imam Mohammad Ibn Saud Islamic University, Riyadh, SAU.
Mohammad AlreefiPediatrics, King Abdullah Pediatric Hospital, Riyadh, SAU.
Issa M AlkhonainFamily Medicine, Imam Mohammad Ibn Saud Islamic University, Riyadh, SAU.
Malak AldakhilallahPsychiatry, College of Medicine, Imam Mohammad Ibn Saud Islamic University, Riyadh, SAU.
Jamal AlothaimPsychiatry, Imam Mohammad Ibn Saud Islamic University, Riyadh, SAU.
Abdulwahed AlzahraniPsychiatry, Imam Mohammad Ibn Saud Islamic University, Riyadh, SAU.
Abdulrahman AlshargiPsychiatry, Imam Mohammad Ibn Saud Islamic University, Riyadh, SAU.
Nuran BaabbadPsychiatry, Imam Mohammad Ibn Saud Islamic University, Riyadh, SAU.
Imam Mohammad ibn Saud Islamic University · SAIslamic University · BDUniversity Radiology · USKing Abdullah University Hospital · JO

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background and objective Video games have become a popular source of entertainment among children and adolescents, not only targeting the young generation but also increasingly popular among older demographics as well. This study aimed to assess the association between video game addiction and depression, anxiety, and attention deficit hyperactivity disorder (ADHD) among children and adolescents in Saudi Arabia. Materials and methods This was a cross-sectional study involving Saudi adolescents aged 12-16 years. A self-administered online survey was distributed on social media (Twitter, WhatsApp, and Snapchat). The survey addressed sociodemographic characteristics (i.e., age, gender, area of residence city, etc.). Arabic versions of the Patient Health Questionnaire-9 (PHQ-9), the seven-item Generalized Anxiety Disorder Scale (PHQ-GAD7), the ADHD Rating Scale-IV (ADHD-RS), and the seven-item Game Addiction Scale (GAS-7) questionnaires were distributed as well, including Arabic terms for depression, anxiety, and ADHD. Results A total of 393 surveys were completed (males: 58.3% vs. females: 41.7%). Of note, 63.1% of the respondents reported playing video games every day with an average of more than five hours of gaming time per day (25.2%). The prevalence of video game addiction was 62.1%. Independent risk factors of video game addiction included being young in age, playing video games every day, playing more than three hours per day, and playing multiplayer games. Furthermore, our findings suggest that a higher video game addiction score is correlated with higher scores in inattention, anxiety, and depression. Conclusion This study found a high prevalence of video game addiction among Saudi children and adolescents. Excessive video game playing negatively influences mental health and leads to issues including anxiety, depression, and ADHD. Also, younger males with an increased rate of regular playtime were more likely to exhibit video game addiction in comparison to the rest of the population. Further research is required to more comprehensively assess the prevalence rate of video game addiction and its effect on the mental health of the younger generation within the region.

Indexed as

adhdadolescentanxietychildrendepressionvideo game addiction

Identifiers

PMID37667729
PMCPMC10475310
OpenAlexW4385575774

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.