Prevalence of Internet Gaming Disorder and Its Impact on Routine Activities Among Dental Students in Belagavi, India: A Cross-Sectional Study

被引:0
|
作者
Chavan, Prajakta [1 ]
Ankola, Anil [1 ]
Sankeshwari, Roopali [1 ]
Khot, Atrey Pai [1 ,2 ,3 ]
Varghese, Anu Sara [1 ]
Santhosh, Varkey Nadakkavukaran [1 ]
Bhatt, Deepika [4 ]
机构
[1] KLE Acad Higher Educ & Res, KLE Vishwanath Katti Inst Dent Sci, Publ Hlth Dent, Belagavi, India
[2] Goa Dent Coll & Hosp, Publ Hlth Dent, Panaji, India
[3] King Georges Med Univ, Publ Hlth Dent, Lucknow, India
[4] KLE Acad Higher Educ & Res, KLE Vishwanath Katti Inst Dent Sci, Publ Hlth Sci, Belagavi, India
关键词
behavioural addiction; gaming addiction; smartphone addiction; internet addiction; gaming disorder; COVID-19; SLEEP;
D O I
10.7759/cureus.65315
中图分类号
R5 [内科学];
学科分类号
1002 ; 100201 ;
摘要
Background: Internet gaming has gained popularity since the millennium, greatly expanding both the game industry and the player base. Moreover, internet gaming disorder (IGD) is a condition included in the most recent version of the Diagnostic and Statistical Manual of Mental Disorders 5 (DSM-5) for further study. Aim: To assess the prevalence of IGD and its association with physical symptoms among dental students in Belagavi, India. Materials and methods: A cross-sectional study was conducted among 385 dental students, chosen through simple random sampling. Data were gathered using a pre-validated, closed-ended questionnaire, incorporating the 9-item DSM-5 short version. The questionnaire was administered to undergraduate students during theory classes and collected after 10 minutes, while postgraduate students received it in their respective departments. To identify significant differences, Chi-square and analysis of variance (ANOVA) tests were applied, with statistical significance established at p < 0.05. Results: A total of 385 responses were collected, comprising 86 males (22.3%) and 299 females (77.7%). Among the respondents, 28 (7.2%) were diagnosed with IGD, while 123 (31.8%) were identified as risky gamers. Significant differences were found between disordered, risky, and normal gamers concerning sleep- related problems (p < 0.05). Conclusion: The prevalence of IGD and risky gamers was 7.2% and 31.8% respectively. There was a significant association between disordered, risky, and normal gamers with daily routine activities.
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页数:12
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