Background <p>Although some studies have been documented prevalence of Internet Gaming Disorder (IGD) in different countries including Saudi Arabia, not much has been done to assess its association with aggression. This study aimed to investigate the magnitude of IGD amongst Saudi adolescents and how aggressive behavior associated with the occurrence of the condition.</p> Objectives <p>The main aim of the study was to assess the prevalence of IGD among Saudi adolescents aged 10–18 years. Moreover, it focused on how gaming patterns were related to aggressive behaviors, in addition to the impact of social and demographic factors in occurrence of IGD in the adolescent population in Saudi Arabia.</p> Methods <p>A cross-sectional design was utilized with a sample of adolescents who were recruited through social networks Twitter, Instagram, Snapchat, WhatsApp and Telegram with an online questionnaire. The study used the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) and the Buss-Perry Aggression Questionnaire (BPAQ) to measure the severity of IGD and aggression, respectively. Data were analyzed using descriptive statistics, Chi- square tests, Mann-Whitney tests and Poisson regression analysis, which adjust for the independent effects of age, gender and other socio-economic factors.</p> Results <p>A total of 5,016 adolescents participated in the study, with a mean age of 16 years. The prevalence of IGD was 10.4% (95% CI 9.6–11.3), meaning that 521 participants scored above the threshold (IGDS9-SF score &gt; 32). IGD risk increased by 1% for each one-point increase in aggression (BPAQ) score (adjusted IRR = 1.01, 95% CI 1.01–1.02, <i>p</i> &lt; 0.001). In multivariable Poisson regression of BPAQ scores, older age (13–15 y IRR = 1.03, 95% CI 1.00-1.05; 16–18 y IRR = 1.03, 95% CI 1.01–1.05) and perceived financial difficulties (IRR = 1.02, 95% CI 1.01–1.03) were associated with higher aggression. Sex, living situation and home Internet access were not significant predictors.</p> Conclusion <p>The Internet Gaming Disorder has a substantial prevalence with about one of 10 adolescents screened positive for IGD in Saudi Arabia. Aggression was significantly associated with Internet Gaming Disorder severity and several adolescents’ characteristics, such as age, internet access, family income were important key factors.</p>

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Prevalence of internet gaming disorder and its association with aggression: an online survey among Saudi adolescents

  • Duaa Hasan Abudawoud,
  • Abdullah Faisal Albukhari

摘要

Background

Although some studies have been documented prevalence of Internet Gaming Disorder (IGD) in different countries including Saudi Arabia, not much has been done to assess its association with aggression. This study aimed to investigate the magnitude of IGD amongst Saudi adolescents and how aggressive behavior associated with the occurrence of the condition.

Objectives

The main aim of the study was to assess the prevalence of IGD among Saudi adolescents aged 10–18 years. Moreover, it focused on how gaming patterns were related to aggressive behaviors, in addition to the impact of social and demographic factors in occurrence of IGD in the adolescent population in Saudi Arabia.

Methods

A cross-sectional design was utilized with a sample of adolescents who were recruited through social networks Twitter, Instagram, Snapchat, WhatsApp and Telegram with an online questionnaire. The study used the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) and the Buss-Perry Aggression Questionnaire (BPAQ) to measure the severity of IGD and aggression, respectively. Data were analyzed using descriptive statistics, Chi- square tests, Mann-Whitney tests and Poisson regression analysis, which adjust for the independent effects of age, gender and other socio-economic factors.

Results

A total of 5,016 adolescents participated in the study, with a mean age of 16 years. The prevalence of IGD was 10.4% (95% CI 9.6–11.3), meaning that 521 participants scored above the threshold (IGDS9-SF score > 32). IGD risk increased by 1% for each one-point increase in aggression (BPAQ) score (adjusted IRR = 1.01, 95% CI 1.01–1.02, p < 0.001). In multivariable Poisson regression of BPAQ scores, older age (13–15 y IRR = 1.03, 95% CI 1.00-1.05; 16–18 y IRR = 1.03, 95% CI 1.01–1.05) and perceived financial difficulties (IRR = 1.02, 95% CI 1.01–1.03) were associated with higher aggression. Sex, living situation and home Internet access were not significant predictors.

Conclusion

The Internet Gaming Disorder has a substantial prevalence with about one of 10 adolescents screened positive for IGD in Saudi Arabia. Aggression was significantly associated with Internet Gaming Disorder severity and several adolescents’ characteristics, such as age, internet access, family income were important key factors.