Compulsive gaming and self-reported effects among in-school adolescents in Calabar metropolis, Nigeria
摘要
Compulsive gaming among Nigerian adolescents, driven by widespread smartphone access, is a growing concern, potentially linked to adverse effects like poor academic performance.
AimThis study aimed to determine the prevalence of compulsive gaming and self-reported effects among in-school adolescents in Calabar Metropolis.
MethodsA 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.
ResultsThe 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%).
ConclusionA 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.