Association between the Internet Gaming Disorder and Anxiety and Depression among University Students during COVID-19 Pandemic

Author:

Idris Mohd Fariz12,Saini Suriati Mohamed1ORCID,Sharip Shalisah1ORCID,Idris Nur Farahaizan3,Ab Aziz Nur Fadilah4ORCID

Affiliation:

1. Department of Psychiatry, Faculty of Medicine, University Kebangsaan Malaysia, Jalan Yaacob, Kuala Lumpur 56000, Malaysia

2. Department of Psychiatry, Hospital Tengku Ampuan Rahimah, Jalan Langat, Klang 41200, Malaysia

3. Polytechnic Sultan Salahuddin Abdul Aziz Shah, Persiaran Usahawan, Shah Alam 40150, Malaysia

4. Faculty of Engineering, Tenaga Nasional University, Jalan Ikram-Uniten, Kajang 43000, Malaysia

Abstract

Introduction: Internet gaming is now a major concern since its overuse has had a detrimental impact on people’s well-being. This study aims to investigate the association between Internet Gaming Disorder and depression, anxiety, and stress, as well as gaming elements during the COVID-19 pandemic, among university students. Methods: The cross-sectional study involved 213 students from two different institutions who were randomly selected. The participants were required to complete three sets of online questionnaires via Google Forms. The online questionnaire consists of the Internet Gaming Disorder Scale-Short Form (IGD9-SF) and the Depression, Anxiety, and Stress Scale (DASS-21). Results: The prevalence rate of IGD among university students during the COVID-19 pandemic was 9.86%. Bivariate analysis revealed biological sex (p-value = 0.011), preferred gaming platforms (p-value = <0.001), game gameplay (p-value = 0.03), history of substance use (p-value = <0.001), and stress (p-value = <0.001) to be associated with IGD. Meanwhile, binary logistic regression demonstrated that males have a higher risk of developing IGD compared with females (adjusted odds ratio (AOR) = 3.426, p-value 0.015, CI = 1.27–9.21). Students who used consoles as their preferred gaming platform were 13 times more likely to develop IGD in comparison to another platform (AOR = 13.031, p-value = 0.010, 95% CI = 1.87–91.02). Extensive gaming duration of more than 4 h a day showed a higher risk of developing IGD (AOR = 8.929, p-value 0.011, CI = 1.659–48.050). High-stress levels significantly increased the risk of IGD (AOR = 13.729, p-value = 0.001, 95% CI = 2.81–67.1). Conclusion: The prevalence of IGD among university students was high during the COVID-19 pandemic. Thus, interventions for reducing stress among university students should be implemented to reduce the risk of IGD.

Funder

Faculty of Medicine University Kebangsaan Malaysia

Publisher

MDPI AG

Subject

Health Information Management,Health Informatics,Health Policy,Leadership and Management

Reference42 articles.

1. Editorial: eSports and digitalization of sports;Front Sport. Act Living,2022

2. Virtual (ly) athletes: Where eSports fit within the definition of “Sport”;Jenny;Quest,2017

3. O’Neill, P.H. (2014). Twitch Dominated Streaming in 2013, and Here Are the Numbers to Prove It, The Daily Dot. Available online: https://web.archive.org/web/20140122081545/http://www.dailydot.com/esports/twitch-growth-esports-streaming-mlg-youtube-2013/.

4. Hadzinsky, C. (2014). A Look into the Industry of Video Games Past, Present, and Yet to Come. [Bachelor’s Thesis, Claremont McKenna College]. Available online: http://scholarship.claremont.edu/cmc_theses/842.

5. World Health Organization (2004). International Statistical Classification of Diseases and Related Health Problems: Alphabetical Index, World Health Organization.

全球学者库

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"全球学者库"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前全球学者库共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2023 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3