ArticleFrontiers in psychiatry2026
The association between internet gaming disorder, depression, and anxiety among Palestinian university students who play internet games in a conflict-affected region.
Article in Frontiers in psychiatry, 2026. 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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Abstract
Background: Previous research has revealed that game addiction affects youth mental health. This study examined the association between internet gaming disorder (IGD), depression, anxiety, suicide ideation, and loneliness among university students who played internet games. The study utilized a cross-sectional design. Methods: A self-reported questionnaire was utilized to gather data, which included the Hospital Anxiety and Depression Scale, the Suicidal Behaviors Questionnaire-Revised, the Internet Gaming Disorder Scale (IGD), and the UCLA Loneliness Scale. A total of 1,228 students participated in the study. The participants completed an online survey via Enketo Express on the Kobo Toolbox platform. Data analysis involved the use of frequencies, percentages, the chi-square test, and multivariate regression analysis. The chi-square test was conducted to explore the relationships between internet gaming disorder and the study variables. Additionally, a multivariate regression analysis was carried out, with the results presented as adjusted odds ratios (AOR). Results: The results showed that 57.5% of university students were at a risk of IGD. The study found that females had higher odds of experiencing IGD than males (AOR:.668, p<.005). Additionally, participants with a household income of less than $350 were found to have lower odds of IGD compared to those with a family income exceeding $2500 (AOR: 0.427, p = 0.003). Furthermore, participants who reported anxiety (AOR: 1.806, p< 0.001), depression (AOR: 1.380, p= 0.038), and loneliness (AOR: 2.632, p< 0.001) were associated with increased odds of IGD in comparison to those without these conditions. Finally, participants who engaged in Internet gaming for 1-2hours (AOR: 3.093, p = 0.023), 3-4 hours (AOR: 3.786, p = 0.004) and over 4 hours (AOR:8.536, p=0.006) had higher odds of IGD compared to those who played for less than 1 hour daily. Conclusion: This study demonstrated significant associations between IGD, depression, anxiety, and loneliness among university students. University policymakers and mental health professionals have to increase students' awareness of IGD and adopt early detection measures to identify students with significant risk factors for IGD.
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