Prevalence and Predictors of Internet Gaming Disorder among Adolescents | ||||
Egyptian Journal of Health Care | ||||
Article 62, Volume 11, Issue 3, September 2020, Page 952-964 PDF (251.01 K) | ||||
Document Type: Original Article | ||||
DOI: 10.21608/ejhc.2020.212772 | ||||
View on SCiNiTO | ||||
Authors | ||||
Nashwa Saber Atia1; Eman Mahmoud Abo Elela2; Etab Hussein Mohamed1 | ||||
1Lecturer of Community Health Nursing, Faculty of Nursing, Zagazig University, Egypt | ||||
2Lecturer of Pediatric Nursing- Faculty of Nursing- Zagazig University, Egypt, | ||||
Abstract | ||||
Internet Gaming Disorder (IGD) refers to recurring and persistent use of internet to engage in online or offline video games often with other players leading to significant impairment or distress. The aim of the present study was to assess prevalence and predictors of internet gaming disorder among adolescents. Design: A cross-sectional descriptive design was utilized. Methods: A sample of 555 adolescents randomly selected by using a multi-stage cluster sampling from preparatory and secondary schools in Zagazig, Minia El Kamh, and Abo Hammad cities, Sharkia Governorate, Egypt. Data were collected by using two tools, first tool a questionnaire sheet to assess; socio- demographic data and gaming behaviors, second tool; Internet Gaming Disorder Scale Short-Form (IGDS-SF). Results revealed that the prevalence of internet gaming disorder among the studied adolescents was 7.9%. Also, the results demonstrated that overcrowding, bad relation with fathers, parents limit on gaming time and suffering from chronic disease are statistically significant positive predictors of IGD among adolescents. Conclusion: The prevalence of IGD in this sample was relatively moderate as compared to previous studies and identifies the predictors of those with IGD. Recommendations: Designing and implementing tailored innovative interventions for adolescents with internet gaming disorder. | ||||
Keywords | ||||
Adolescents; Prevalence; Predictors; Internet Gaming Disorder; and Gaming behaviors | ||||
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