Background <p>Compulsive gaming among Nigerian adolescents, driven by widespread smartphone access, is a growing concern, potentially linked to adverse effects like poor academic performance.</p> Aim <p>This study aimed to determine the prevalence of compulsive gaming and self-reported effects among in-school adolescents in Calabar Metropolis.</p> Methods <p>A 21-item Gaming Addiction Scale for Adolescents (GASA) was utilized within an analytical cross-sectional study design, employing a multistage sampling technique to select 211 respondents. Data were collected via an interviewer-administered questionnaire. Data analysis was conducted using descriptive and inferential statistics as hypotheses were evaluated using Chi-square tests at an alpha level of 0.05.</p> Results <p>The findings in this study revealed a 34.1% prevalence of compulsive gaming. The chi-square test revealed statistically significant associations between the prevalence of compulsive gaming and ages 15–19 years (χ² = 5.775, <i>P</i> = 0.016, φ = 0.165) as well as between male gender and prevalence of the condition (χ² = 11.75, <i>P</i> &lt; 0.001, φ = 0.236). The self-reported effects of compulsive gaming identified include loss of concentration (72.4%), reduced physical activity (44.9%), poor academic performance (42.3%), poor socialization with peers (41.7%), reduced family intimacy (40.4%), and risky sexual behaviour (15.4%). Factors influencing respondents’ gaming behaviour were reported to include loneliness (53.2%), boredom (58.3%), and peer pressure (32.1%).</p> Conclusion <p>A multi-disciplinary approach is needed to regulate gaming behaviour and mitigate its negative effects among adolescents in Nigeria. This effort should be implemented at individual, community, institutional, and national/policy levels.</p>

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Compulsive gaming and self-reported effects among in-school adolescents in Calabar metropolis, Nigeria

  • Mbekha Sunday Ekam,
  • Ugbe Maurice-Joel Ugbe,
  • Emmanuel Onen Ebri,
  • Peter Bassey Enyievi

摘要

Background

Compulsive gaming among Nigerian adolescents, driven by widespread smartphone access, is a growing concern, potentially linked to adverse effects like poor academic performance.

Aim

This study aimed to determine the prevalence of compulsive gaming and self-reported effects among in-school adolescents in Calabar Metropolis.

Methods

A 21-item Gaming Addiction Scale for Adolescents (GASA) was utilized within an analytical cross-sectional study design, employing a multistage sampling technique to select 211 respondents. Data were collected via an interviewer-administered questionnaire. Data analysis was conducted using descriptive and inferential statistics as hypotheses were evaluated using Chi-square tests at an alpha level of 0.05.

Results

The findings in this study revealed a 34.1% prevalence of compulsive gaming. The chi-square test revealed statistically significant associations between the prevalence of compulsive gaming and ages 15–19 years (χ² = 5.775, P = 0.016, φ = 0.165) as well as between male gender and prevalence of the condition (χ² = 11.75, P < 0.001, φ = 0.236). The self-reported effects of compulsive gaming identified include loss of concentration (72.4%), reduced physical activity (44.9%), poor academic performance (42.3%), poor socialization with peers (41.7%), reduced family intimacy (40.4%), and risky sexual behaviour (15.4%). Factors influencing respondents’ gaming behaviour were reported to include loneliness (53.2%), boredom (58.3%), and peer pressure (32.1%).

Conclusion

A multi-disciplinary approach is needed to regulate gaming behaviour and mitigate its negative effects among adolescents in Nigeria. This effort should be implemented at individual, community, institutional, and national/policy levels.