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Prevalence of Internet Gaming Addiction and its Association with Social Phobia among Arab Adolescents and Young Adults: A Cross-Sectional Study
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Abstract
Background
Gaming addiction is a compulsive mental health condition that can have severe negative consequences on a person's life. As online gaming has increased during the COVID-19 pandemic, studies have shown a heightened risk of mental health issues. This study aims to assess the prevalence of severe phobia and addiction to online gaming among Arab adolescents and identify risk factors associated with these disorders.
Methods
This cross-sectional study was conducted across 11 Arab nations. Participants were recruited using convenience sampling through an online survey distributed on social media platforms in 11 Arab countries. The survey included demographic questions, the Nine-item Internet Gaming Disorder Scale-Short Form (IGDS-SF9) to measure participants' online gaming addiction, the Social Phobia Scale (SPS), and questions assessing the impact of the COVID-19 pandemic on the prevalence of internet gaming addiction. The data were analyzed using SPSS win statistical package version 26.
Results
Out of 2458 participants, 2237 were included in the sample due to non-response and missing data. The average age of the participants was 19.9 ± 4.8, and the majority were Egyptian and unmarried. 69% of the participants reported playing more than usual since the COVID-19 pandemic, as they were confined to their homes. Higher social phobia scores were associated with being single, male, and Egyptian. Participants from Egypt and those who felt that the pandemic significantly increased their gaming time had higher scores for online gaming addiction. Several major criteria, such as playing hours per day and beginning gaming at an early age, were associated with a higher level of online gaming addiction with social phobia.
Conclusion
The study's findings suggest that there is a high prevalence of internet gaming addiction among Arab adolescents and young adults who play online games. The results also indicate a significant association between social phobia and several sociodemographic factors, which may inform future interventions and treatments for individuals with gaming addiction and social phobia.
Research Square Platform LLC
Title: Prevalence of Internet Gaming Addiction and its Association with Social Phobia among Arab Adolescents and Young Adults: A Cross-Sectional Study
Description:
Abstract
Background
Gaming addiction is a compulsive mental health condition that can have severe negative consequences on a person's life.
As online gaming has increased during the COVID-19 pandemic, studies have shown a heightened risk of mental health issues.
This study aims to assess the prevalence of severe phobia and addiction to online gaming among Arab adolescents and identify risk factors associated with these disorders.
Methods
This cross-sectional study was conducted across 11 Arab nations.
Participants were recruited using convenience sampling through an online survey distributed on social media platforms in 11 Arab countries.
The survey included demographic questions, the Nine-item Internet Gaming Disorder Scale-Short Form (IGDS-SF9) to measure participants' online gaming addiction, the Social Phobia Scale (SPS), and questions assessing the impact of the COVID-19 pandemic on the prevalence of internet gaming addiction.
The data were analyzed using SPSS win statistical package version 26.
Results
Out of 2458 participants, 2237 were included in the sample due to non-response and missing data.
The average age of the participants was 19.
9 ± 4.
8, and the majority were Egyptian and unmarried.
69% of the participants reported playing more than usual since the COVID-19 pandemic, as they were confined to their homes.
Higher social phobia scores were associated with being single, male, and Egyptian.
Participants from Egypt and those who felt that the pandemic significantly increased their gaming time had higher scores for online gaming addiction.
Several major criteria, such as playing hours per day and beginning gaming at an early age, were associated with a higher level of online gaming addiction with social phobia.
Conclusion
The study's findings suggest that there is a high prevalence of internet gaming addiction among Arab adolescents and young adults who play online games.
The results also indicate a significant association between social phobia and several sociodemographic factors, which may inform future interventions and treatments for individuals with gaming addiction and social phobia.
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