Evidence map›Paper›PMID 39164516›Full record

ArticleThe Journal of the Egyptian Public Health Association2024

Prevalence of video gaming disorder in Saudi Arabia: a school-based national study.

Amjad Alfaleh, Abrar Alzaher, Abdullah Alkattan, Khaled Alabdulkareem, Mona H Ibrahim

Abstract read
In one paragraph

Article in The Journal of the Egyptian Public Health Association, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.

0numbers the graph read from it
0cells of the map it votes in
5citing papers in PubMed
–field-weighted citation impact
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

5 citing papers in PubMed.

  1. Article
  2. Article
  3. Characterization of Internet Gaming Addiction among School Children: A Cross-Sectional Study.Clinical practice and epidemiology in mental health : CP & EMH · 2026
    Article
  4. Article
  5. 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

5 authors.

Amjad AlfalehResearch and Planning Unit, General Directorate of School Health, Ministry of Health, Riyadh, Saudi Arabia.
Abrar AlzaherResearch and Planning Unit, General Directorate of School Health, Ministry of Health, Riyadh, Saudi Arabia.
Abdullah AlkattanResearch and Planning Unit, General Directorate of School Health, Ministry of Health, Riyadh, Saudi Arabia. abdullahalkattan@gmail.com.ORCID http://orcid.org/0000-0001-5294-8088
Khaled AlabdulkareemDepartment of Research, Assisting Deputyship for Primary Health Care, Ministry of Health, Riyadh, Saudi Arabia.
Mona H IbrahimResearch and Planning Unit, General Directorate of School Health, Ministry of Health, Riyadh, Saudi Arabia.ORCID http://orcid.org/0000-0002-5651-6757

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundVideo gaming is a popular leisure activity among adolescents. Those who play excessively are in danger of educational and social drawbacks and may become addicted to video gaming. Several published studies determined the prevalence of GD among children in specific Saudi regions. However, the current study assessed the national prevalence of video gaming disorder (GD) and its risk factors among school students in Saudi Arabia.

methodsA school-based survey was conducted among adolescents in all regions of Saudi Arabia during the academic year 2021-2022. A multistage stratified cluster sampling technique was used to select the school students. An Arabic-validated version of the 9-item dichotomous (yes/no) GD Scale based on the DSM-5 criteria was used to determine GD prevalence among the students. The score ranged from zero to nine (0-9). Participants who scored five or more were deemed as having GD. Students who scored less than five were classified as normal gamers (score 0-1) or risky gamers (score 2-4).

resultsWe recruited 5332 school students. Their mean age was 15.5 ± 1.7 years, and almost half of them were males (50.7%). According to the GD score, the prevalence of normal gamers was 39.08% (N = 1714), risky gamers 40.47% (N = 1775), and those with GD was, 20.45% (N = 897). Logistic regression was performed to determine the association between video gaming disorder and all the gathered variables, which include age, educational grade, sex, types of video gaming, and categories of video games played. The results showed that nationality, age, educational grade, sex, using only mobile devices to play, and playing puzzle and sports games were not associated with video gaming disorder. On the other hand, it was revealed that using tablets, game consoles, PCs; having multiple devices; and playing online, fighting, car racing, war, and adventure games were significantly linked to GD.

conclusionThe prevalence of GD was 20.45% among Saudi school students who play video games. Utilizing more than one type of gaming device and playing games in the fighting, war, and multiplayer categories via an online connection were significantly linked to having GD. To limit video gaming addiction, we encourage screening, diagnosing, and treating disordered video gamers early. In addition, governmental authorities and video game companies should discuss and revise numerous policy measures to minimize the accessibility of video games, limit the harms and risks related to them, and assist video gamers in becoming effective members of society.

Indexed as

AddictionGaming disorderSaudi ArabiaSchool adolescentsVideo gaming

Identifiers

PMID39164516
PMCPMC11336038

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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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.