Evidence map›Paper›PMID 41661772›Full record

ArticlePLOS mental health2025

Internet gaming disorder and violent video gameplay among higher secondary school-going adolescents in Karachi, Pakistan-A cross-sectional study.

Rabab Fatima Turabi, Shafquat Rozi, Sobiya Sawani, Momin Kazi, Nargis Asad

Abstract read
In one paragraph

Article in PLOS mental health, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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1 · What the graph read from it

What it found

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2 · The registry

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3 · Its place in the literature

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4 · The record

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5 · Who and what money

Authors and funding

5 authors.

Rabab Fatima TurabiDepartment of Community Health Sciences, Aga Khan University, Karachi, Pakistan.ORCID https://orcid.org/0009-0007-3220-3450
Shafquat RoziDepartment of Community Health Sciences, Aga Khan University, Karachi, Pakistan.ORCID https://orcid.org/0000-0003-3783-7915
Sobiya SawaniDepartment of Community Health Sciences, Aga Khan University, Karachi, Pakistan.
Momin KaziDepartment of Pediatrics and Child Health, Aga Khan University, Karachi, Pakistan.ORCID https://orcid.org/0000-0001-8253-1777
Nargis AsadDepartment of Psychiatry, Aga Khan University, Karachi, Pakistan.ORCID https://orcid.org/0000-0001-7939-9031

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Problematic video game use is giving rise to psychiatric illnesses amongst adolescents including Internet Gaming Disorder (IGD). Violent content of video games can influence IGD development in vulnerable youth, yet its knowledge among Pakistani adolescents is limited, necessitating its assessment. This study estimated IGD prevalence among higher secondary school-going adolescents and assessed its association with violent video game content. A cross-sectional study was conducted on 286 school-going adolescents. Violent video game content was assessed using game ratings by the International Age Rating Coalition, while IGD, anxiety and depression were evaluated using Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), Generalized Anxiety Disorder-7 (GAD-7) and Patient Health Questionnaire-9 (PHQ-9), respectively. Multiple Cox proportional algorithm was used to report adjusted prevalence odds ratios (POR) and 95% CI considering p-value of <0.05 as significant. Participants were predominantly males and from middle socioeconomic backgrounds. IGD prevalence was 17.50% (95% CI: 13.30-22.40). IGD and violent video game content had no association. However, IGD was associated with 3-4 hours of gaming on weekdays: POR = 5.295 (95% CI: 1.957-14.332), less than 7 years' age of gaming onset: POR = 2.700 (95% CI: 1.035-7.046) and having a nuclear family: POR = 1.982 (95% CI: 1.021-3.844). Cronbach alpha for IGDS9-SF, GAD-7 and PHQ-9 was 0.742, 0.813 and 0.842 respectively. Findings suggest positive associations of IGD with prolonged gaming, early gaming onset and nuclear family. In conclusion, IGD is a growing concern for Pakistani adolescents. Findings suggest school-based awareness campaigns promoting healthier gaming practices and calls for government legislations for monitoring and control of age appropriate game usage.

Identifiers

PMID41661772
PMCPMC12798632

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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.