Evidence map›Paper›PMID 41993924›Full record

ArticleClinical practice and epidemiology in mental health : CP & EMH2026

Characterization of Internet Gaming Addiction among School Children: A Cross-Sectional Study.

Suzie Rababa'h, Karem H Alzoubi, Rania Mahafdeh, Iman Basheti, Zahra A Sayed, Ahmed Alhusban

Abstract read
In one paragraph

Article in Clinical practice and epidemiology in mental health : CP & EMH, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing 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

0 citing papers in PubMed.

No citing paper in PubMed yet.

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

6 authors.

Suzie Rababa'hDepartment of Pharmacy, Faculty of Pharmacy, Jadara University, Irbid, Jordan.
Karem H AlzoubiDepartment of Pharmaceutical Sciences, College of Pharmacy, QU Health, Qatar University, Doha, Qatar.
Rania MahafdehDepartment of Pharmacy, Faculty of Pharmacy, Jadara University, Irbid, Jordan.
Iman BashetiDepartment of Pharmacy, Faculty of Pharmacy, Jadara University, Irbid, Jordan.
Zahra A SayedDepartment of Respiratory Therapy, Faculty of Allied Medical Sciences, Jadara University, Irbid, Jordan.
Ahmed AlhusbanDepartment of Pharmacy Practice and Pharmacotherapeutics, College of Pharmacy, University of Sharjah, Sharjah, UAE.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Introduction: Targeting the younger generation and growing appeal among older users, video games have become an important and timely source of entertainment for teenagers and preteens. The study aims to assess the relationship between Jordanian schoolchildren's academic success and online gaming addiction. Methods: A sample of 458 children, whose ages were 9 to 17, were randomly chosen from five private schools to participate in this cross-sectional survey, which was carried out in Jordan between May and July 2024. Pre-teens (9-12 years old) and adolescents (13-17 years old) were the two groups of participants. The Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) in Arabic was used to measure the severity of gaming. Self-reported academic achievement, gaming habits, and sociodemographic information were all covered Results: The findings indicated that adolescents' excessive gaming was more severe than that of preteens. Teens reported a poor correlation with their academic performance, were more likely to use gaming apps during class, and had trouble focusing. Teens, who made up 63.5% of the participants, reported a higher perceived negative impact of gaming applications on their overall GPA that did not reach statistical significance. The overall effect of gaming on meeting deadlines and exam preparation did not differ significantly between age groups. Internet gaming scores were high among teenagers ( Discussion: The findings showed that excessive usage of gaming apps in class has a more detrimental effect on students' ability to concentrate, but it has no significant effect on missing deadlines or preparing for exams. These findings highlight the significance of keeping an eye on gaming behaviour in order to reduce the negative effects of IGD on concentration in the classroom. Conclusion: Video game disorder is quite prevalent among Jordanian private school students.These results underscore the need for more long-term studies using objective academic indicators and larger samples to elucidate the educational implications of internet gaming in this population. They also show that attention during class and difficulty focusing during lessons are regarded as potential areas of concern in the context of intensive gaming.

Indexed as

Academic achievementChildrenDeveloping nationPreteensTeenagersVideo games

Identifiers

PMID41993924
PMCPMC13080390

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.