Background <p>Internet gaming addiction (IGA) is a serious disorder that may impact an individual’s personal and social functioning. Numerous studies on IGA have been conducted among adolescents; however, data concerning university students remain limited. Therefore, this study aimed to evaluate the prevalence of IGA and its associated factors among university students.</p> Method <p>The study utilized a cross-sectional design. Participants were selected by using convenience sampling method. A self-reported questionnaire was used to collect data, which included sociodemographic data, the Barratt Impulsiveness Scale-Short Form (BIS-15) (cutoff score &gt; 45), the Suicidal Behaviors Questionnaire-Revised (SBQ-R) (cutoff score &gt; 7), the Internet Gaming Disorder Scale 9 (cutoff score ≥ 32), and the Brief Aggression Questionnaire (BAQ). A total of 1,282 university students were recruited.</p> Results <p>The results indicated that 57.5% (95% CI: 54.7–60.3%) of university students were at a high risk of internet gaming disorder. Participants who used internet games for 1–2&#xa0;h, 3–4&#xa0;h, and &gt; 4&#xa0;h were more likely to develop IGD than those who used them less than 1&#xa0;h daily. Participants who played internet games all day or without a specified time, participants who used online games to relax and enjoy themselves while happy, participants who reported no negative influence on their academic achievement, participants with moderate and high aggression levels, participants with high levels of physical aggression, and participants with moderate to high impulsivity tendencies had a higher risk of developing IGD compared to others.</p> Conclusion <p>University students in Palestine had elevated risk of Internet Gaming Disorder (IGD). This phenomenon may be associated with increased internet usage, undefined time constraints, aggressive or impulsive tendencies, or the utilization of internet games for relaxation and enjoyment. This study highlights the necessity of screening for Internet Gaming Disorder, aggressiveness, and impulsivity among students participating in online gaming within educational environments. A longitudinal study is required to determine the causative factors of IGD among university students.</p>

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Prevalence of Internet gaming disorder, and its association with aggression, impulsivity and suicide ideation among university students

  • Samah Abu Lail,
  • Muna Ahmead

摘要

Background

Internet gaming addiction (IGA) is a serious disorder that may impact an individual’s personal and social functioning. Numerous studies on IGA have been conducted among adolescents; however, data concerning university students remain limited. Therefore, this study aimed to evaluate the prevalence of IGA and its associated factors among university students.

Method

The study utilized a cross-sectional design. Participants were selected by using convenience sampling method. A self-reported questionnaire was used to collect data, which included sociodemographic data, the Barratt Impulsiveness Scale-Short Form (BIS-15) (cutoff score > 45), the Suicidal Behaviors Questionnaire-Revised (SBQ-R) (cutoff score > 7), the Internet Gaming Disorder Scale 9 (cutoff score ≥ 32), and the Brief Aggression Questionnaire (BAQ). A total of 1,282 university students were recruited.

Results

The results indicated that 57.5% (95% CI: 54.7–60.3%) of university students were at a high risk of internet gaming disorder. Participants who used internet games for 1–2 h, 3–4 h, and > 4 h were more likely to develop IGD than those who used them less than 1 h daily. Participants who played internet games all day or without a specified time, participants who used online games to relax and enjoy themselves while happy, participants who reported no negative influence on their academic achievement, participants with moderate and high aggression levels, participants with high levels of physical aggression, and participants with moderate to high impulsivity tendencies had a higher risk of developing IGD compared to others.

Conclusion

University students in Palestine had elevated risk of Internet Gaming Disorder (IGD). This phenomenon may be associated with increased internet usage, undefined time constraints, aggressive or impulsive tendencies, or the utilization of internet games for relaxation and enjoyment. This study highlights the necessity of screening for Internet Gaming Disorder, aggressiveness, and impulsivity among students participating in online gaming within educational environments. A longitudinal study is required to determine the causative factors of IGD among university students.