Prevalence and Prediction of Video Gaming Addiction Among Saudi Adolescents, Using the Game Addiction Scale for Adolescents (GASA)

被引:0
|
作者
Abolfotouh, Mostafa A. [1 ,2 ]
Barnawi, Najla A. [1 ,3 ]
机构
[1] King Saud bin Abdulaziz Univ Hlth Sci, King Abdullah Int Med Res Ctr, Minist Natl Guard Hlth Affairs, POB 22490, Riyadh 11426, Saudi Arabia
[2] Alexandria Univ, High Inst Publ Hlth, Family Hlth Dept, Alexandria, Egypt
[3] King Saud Bin Abdulaziz Univ Hlth Sci, Coll Nursing, Minist Natl Guard, Riyadh 11426, Saudi Arabia
来源
PSYCHOLOGY RESEARCH AND BEHAVIOR MANAGEMENT | 2024年 / 17卷
关键词
addicted gamer; game addiction scale; behavioral addiction; polythetic addiction; monothetic addiction; problem gamer; highly engaged gamer; DISORDER; CHILDREN;
D O I
10.2147/PRBM.S493776
中图分类号
B849 [应用心理学];
学科分类号
040203 ;
摘要
Background: Understanding the prevalence and predictors of video game (VG) addiction is crucial in the Saudi context for improving the quality of life for adolescents and youths. We aim to determine the prevalence, types, and predictors of VG addiction disorders among Saudi adolescents using the validated Arabic-translated Game Addiction Scale for Adolescents (GASA). Methods: A cross-sectional study of 787 adolescents was conducted via SurveyMonkey with the validated Arabic-translated GASA. The tool has seven domains, each containing three items, scored on a 5-point Likert scale. Data were collected on adolescent demographic characteristics (gender, age, education level, school performance, interaction, socialization, exercising, prayer, the parent's marital status, and education) and VG-related characteristics (age when child started playing VG, duration of playing VG per day, number of children in the family playing VG, parent's permission to play, parent's perception about the positive influence of VG). Logistic regression analysis was performed to identify the predictors of VG addiction. Significance was considered at p < 0.05. Results: Of the 787 adolescents, 8.3% were addicted gamers, 33.4% were problem gamers, and 2.2% were highly engaged. Being an addicted gamer was significantly associated with male gender (OR = 1.36, p = 0.038), higher fathers' education (OR = 1.62, p = 0.001), and favorable perception of parents to VG (OR = 1.51, p = 0.007). When the ROC curve was applied, a cut-off score of 85 was the optimum GASA score above which the adolescent was likely to be an addicted gamer, with 76.9% sensitivity, 84.2% specificity, and an area under the curve of 88.5%. Conclusion: Our study could be a pilot study for similar studies in other Arab countries. Potential community-based educational programs, parental involvement strategies, or activities to promote alternative hobbies of adolescents are recommended. Additional studies are necessary on how cultural differences might influence gaming addiction and the applicability of Western-based tools like GASA to Saudi contexts.
引用
收藏
页码:3889 / 3903
页数:15
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