Abstract

Background

Video gaming is a popular leisure activity among adolescents. Those who play excessively are in danger of educational and social drawbacks and may become addicted to video gaming. Several published studies determined the prevalence of GD among children in specific Saudi regions. However, the current study assessed the national prevalence of video gaming disorder (GD) and its risk factors among school students in Saudi Arabia.

Methods

A school-based survey was conducted among adolescents in all regions of Saudi Arabia during the academic year 2021–2022. A multistage stratified cluster sampling technique was used to select the school students. An Arabic-validated version of the 9-item dichotomous (yes/no) GD Scale based on the DSM-5 criteria was used to determine GD prevalence among the students. The score ranged from zero to nine (0–9). Participants who scored five or more were deemed as having GD. Students who scored less than five were classified as normal gamers (score 0–1) or risky gamers (score 2–4).

Results

 We recruited 5332 school students. Their mean age was 15.5 ± 1.7 years, and almost half of them were males (50.7%). According to the GD score, the prevalence of normal gamers was 39.08% (N = 1714), risky gamers 40.47% (N = 1775), and those with GD was, 20.45% (N = 897). Logistic regression was performed to determine the association between video gaming disorder and all the gathered variables, which include age, educational grade, sex, types of video gaming, and categories of video games played. The results showed that nationality, age, educational grade, sex, using only mobile devices to play, and playing puzzle and sports games were not associated with video gaming disorder. On the other hand, it was revealed that using tablets, game consoles, PCs; having multiple devices; and playing online, fighting, car racing, war, and adventure games were significantly linked to GD.

Conclusion

The prevalence of GD was 20.45% among Saudi school students who play video games. Utilizing more than one type of gaming device and playing games in the fighting, war, and multiplayer categories via an online connection were significantly linked to having GD. To limit video gaming addiction, we encourage screening, diagnosing, and treating disordered video gamers early. In addition, governmental authorities and video game companies should discuss and revise numerous policy measures to minimize the accessibility of video games, limit the harms and risks related to them, and assist video gamers in becoming effective members of society.

Details

Title
Prevalence of video gaming disorder in Saudi Arabia: a school-based national study
Author
Alfaleh, Amjad 1 ; Alzaher, Abrar 1 ; Alkattan, Abdullah 1   VIAFID ORCID Logo  ; Alabdulkareem, Khaled 2 ; Ibrahim, Mona H. 3   VIAFID ORCID Logo 

 General Directorate of School Health, Ministry of Health, Research and Planning Unit, Riyadh, Saudi Arabia (GRID:grid.415696.9) (ISNI:0000 0004 0573 9824) 
 Ministry of Health, Department of Research, Assisting Deputyship for Primary Health Care, Riyadh, Saudi Arabia (GRID:grid.415696.9) (ISNI:0000 0004 0573 9824); Al-Imam Mohammad Bin Saud Islamic University, Department of Family Medicine, College of Medicine, Riyadh, Saudi Arabia (GRID:grid.440750.2) (ISNI:0000 0001 2243 1790) 
 General Directorate of School Health, Ministry of Health, Research and Planning Unit, Riyadh, Saudi Arabia (GRID:grid.415696.9) (ISNI:0000 0004 0573 9824); Zagazig University, Department of Public health and Community Medicine, Zagazig, Egypt (GRID:grid.31451.32) (ISNI:0000 0001 2158 2757) 
Pages
20
Publication year
2024
Publication date
Dec 2024
Publisher
Springer Nature B.V.
ISSN
00132446
e-ISSN
2090262X
Source type
Scholarly Journal
Language of publication
English
ProQuest document ID
3094941201
Copyright
© The Author(s) 2024. This work is published under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.