ArticleCureus2024
Prevalence of Internet Gaming Disorder and Its Impact on Routine Activities Among Dental Students in Belagavi, India: A Cross-Sectional Study.
Article in Cureus, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.
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Who cites it
3 citing papers in PubMed.
- Emotional Dysregulation-Mediated Associations Between Guilt Proneness, Shame Proneness, and Internet Gaming Disorder Among Chinese University Students: Cross-Sectional Survey.Journal of medical Internet research · 2025Article
- Article
- Prevalence and predictors of internet gaming disorder among adolescents in Northeast India: A cross-sectional study.Industrial psychiatry journalArticle
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Authors and funding
7 authors.
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Abstract
backgroundInternet gaming has gained popularity since the millennium, greatly expanding both the game industry and the player base. Moreover, internet gaming disorder (IGD) is a condition included in the most recent version of the Diagnostic and Statistical Manual of Mental Disorders 5 (DSM-5) for further study.
aimTo assess the prevalence of IGD and its association with physical symptoms among dental students in Belagavi, India. MATERIALS AND
methodsA cross-sectional study was conducted among 385 dental students, chosen through simple random sampling. Data were gathered using a pre-validated, closed-ended questionnaire, incorporating the 9-item DSM-5 short version. The questionnaire was administered to undergraduate students during theory classes and collected after 10 minutes, while postgraduate students received it in their respective departments. To identify significant differences, Chi-square and analysis of variance (ANOVA) tests were applied, with statistical significance established at p ≤ 0.05.
resultsA total of 385 responses were collected, comprising 86 males (22.3%) and 299 females (77.7%). Among the respondents, 28 (7.2%) were diagnosed with IGD, while 123 (31.8%) were identified as risky gamers. Significant differences were found between disordered, risky, and normal gamers concerning sleep-related problems (p ≤ 0.05).
conclusionThe prevalence of IGD and risky gamers was 7.2% and 31.8% respectively. There was a significant association between disordered, risky, and normal gamers with daily routine activities.
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