ArticleBMC psychology2026
Prevalence of Internet gaming disorder, and its association with aggression, impulsivity and suicide ideation among university students.
Article in BMC psychology, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.
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Who cites it
1 citing paper in PubMed.
- Associations in Both Directions Between Internet Gaming Disorder and Suicidal Ideation and Attempts Among Chinese Adolescent Gamers: Two-Wave Prospective Cohort Study.Journal of medical Internet research · 2026Article
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2 authors.
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Abstract
backgroundInternet gaming addiction (IGA) is a serious disorder that may impact an individual’s personal and social functioning. Numerous studies on IGA have been conducted among adolescents; however, data concerning university students remain limited. Therefore, this study aimed to evaluate the prevalence of IGA and its associated factors among university students.
methodThe study utilized a cross-sectional design. Participants were selected by using convenience sampling method. A self-reported questionnaire was used to collect data, which included sociodemographic data, the Barratt Impulsiveness Scale-Short Form (BIS-15) (cutoff score > 45), the Suicidal Behaviors Questionnaire-Revised (SBQ-R) (cutoff score > 7), the Internet Gaming Disorder Scale 9 (cutoff score ≥ 32), and the Brief Aggression Questionnaire (BAQ). A total of 1,282 university students were recruited.
resultsThe results indicated that 57.5% (95% CI: 54.7–60.3%) of university students were at a high risk of internet gaming disorder. Participants who used internet games for 1–2 h, 3–4 h, and > 4 h were more likely to develop IGD than those who used them less than 1 h daily. Participants who played internet games all day or without a specified time, participants who used online games to relax and enjoy themselves while happy, participants who reported no negative influence on their academic achievement, participants with moderate and high aggression levels, participants with high levels of physical aggression, and participants with moderate to high impulsivity tendencies had a higher risk of developing IGD compared to others.
conclusionUniversity students in Palestine had elevated risk of Internet Gaming Disorder (IGD). This phenomenon may be associated with increased internet usage, undefined time constraints, aggressive or impulsive tendencies, or the utilization of internet games for relaxation and enjoyment. This study highlights the necessity of screening for Internet Gaming Disorder, aggressiveness, and impulsivity among students participating in online gaming within educational environments. A longitudinal study is required to determine the causative factors of IGD among university students.
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