Burden of gaming disorder among adolescents: A systemic review and meta-analysis

被引:4
作者
Satapathy, Prakasini [1 ]
Khatib, Mahalaqua Nazli [2 ]
Balaraman, Ashok Kumar [3 ]
Roopashree, R. [4 ]
Kaur, Mandeep [5 ]
Srivastava, Manish [6 ]
Barwal, Amit [7 ]
Prasad, G. V. Siva [8 ]
Rajput, Pranchal [9 ]
Syed, Rukshar [10 ]
Sharma, Gajendra [11 ]
Kumar, Sunil [12 ]
Singh, Mahendra Pratap [13 ]
Bushi, Ganesh [14 ]
Chilakam, Nagavalli [15 ]
Pandey, Sakshi [16 ]
Brar, Manvinder [17 ]
Mehta, Rachana [18 ,19 ]
Sah, Sanjit [20 ,21 ]
Gaidhane, Abhay M. [22 ,23 ]
Abu Serhan, Hashem [24 ]
Samal, Shailesh Kumar [25 ]
机构
[1] Chandigarh Univ, Univ Ctr Res & Dev, Mohali, Punjab, India
[2] Datta Meghe Istitute Higher Educ, Div Evidence Synth, Global Consortium Publ Hlth & Res, Wardha, India
[3] Univ Cyberjaya, Res & Enterprise, Persiaran Bestari, Cyber 11, Cyberjaya 63000, Selangor, Malaysia
[4] JAIN, Sch Sci, Dept Chem & Biochem, Bangalore, Karnataka, India
[5] Vivekananda Global Univ, Dept Allied Healthcare & Sci, Jaipur 303012, Rajasthan, India
[6] NIMS Univ, Dept Endocrinol, Jaipur, Rajasthan, India
[7] Chandigarh Grp Coll, Chandigarh Pharm Coll, Mohali 140307, Punjab, India
[8] Raghu Engn Coll, Dept Chem, Visakhapatnam 531162, Andhra Pradesh, India
[9] Uttaranchal Univ, Div Res & Innovat, Sch Appl & Life Sci, Dehra Dun, Uttarakhand, India
[10] IES Univ, IES Inst Pharm, Bhopal 462044, Madhya Pradesh, India
[11] New Delhi Inst Management, Delhi, India
[12] Graph Era, Dept Microbiol, Dehra Dun 248002, Uttarakhand, India
[13] Saveetha Univ, Saveetha Inst Med & Tech Sci, Saveetha Med Coll & Hosp, Ctr Global Hlth Res, Chennai, Tamil Nadu, India
[14] Lovely Profess Univ, Sch Pharmaceut Sci, Phagwara, India
[15] Noida Inst Engn & Technol, Inst Pharm, Greater Noida, India
[16] Chitkara Univ, Ctr Res Impact & Outcome, Rajpura 140417, Punjab, India
[17] Chitkara Univ, Chitkara Ctr Res & Dev, Baddi 174103, Himachal Prades, India
[18] Manav Rachna Int Inst Res & Studies, RDC, Clin Microbiol, Faridabad 121004, Haryana, India
[19] Dr Lal PathLabs Nepal, Chandol 4, Kathmandu 44600, Nepal
[20] Dr DY Patil Vidyapeeth, Dept Paediat, Dr DY Patil Med Coll Hosp & Res Ctr, Pune 411018, Maharashtra, India
[21] Dr DY Patil Vidyapeeth, Dept Publ Hlth Dent, Dr DY Patil Med Coll Hosp & Res Ctr, Pune 411018, Maharashtra, India
[22] Datta Meghe Inst Higher Educ, Sch Epidemiol & Publ Health, Jawaharlal Nehru Med Coll, Wardha, India
[23] Datta Meghe Inst Higher Educ, Sch Epidemiol & Publ Health, Global Hlth Acad, Wardha, India
[24] Hamad Med Corp, Dept Ophthalmol, Doha, Qatar
[25] Karolinska Inst, Inst Environm Med, Unit Immunol & Chron Dis, S-17177 Stockholm, Sweden
关键词
Gaming disorder; Adolescents; Mental health; Digital health; Meta-analysis; VIDEO GAMES; INTERNET; BEHAVIOR; PREVALENCE; HEALTH; IMPACT;
D O I
10.1016/j.puhip.2024.100565
中图分类号
R1 [预防医学、卫生学];
学科分类号
1004 ; 120402 ;
摘要
Objectives: Integrating digital technology into daily life has made video games a primary form of entertainment for adolescents worldwide. Despite their benefits, excessive gaming has emerged as a significant public health issue, recognized as a gaming disorder by the World Health Organization in the ICD-11. This study aims to assess the prevalence of gaming disorders among adolescents through a systematic review and meta-analysis. Study design: Systematic review and meta-analysis. Methods: A search was conducted across multiple databases until February 15, 2024. Observational studies that assessed the prevalence of gaming disorder were included. Nested Knowledge software was used for screening and data extraction. The quality assessment was performed using the Joanna Briggs Institute tool. Meta-analysis using a random effect model was used to synthesize prevalence rates. Statistical analyses were performed in R software version 4.3. Results: The meta-analysis included 84 studies covering a diverse geographical scope totaling 641,763 individuals. The pooled prevalence of gaming disorder was 8.6 % (95 % CI: 6.9 %-10.8 %), (I-2 = 100 %). Subgroup analysis revealed varying prevalence rates by country, with China reporting the highest rate at 11.7 % (95 % CI: 8.6 %-15.7 %). Meta-regression analysis highlighted an increasing trend in the prevalence of gaming disorder over the years, underscoring the growing impact of digital technologies. Conclusion: A significant prevalence of gaming disorder among adolescents is observed. With an increasing trend, fostering healthy gaming habits, enhancing awareness, and implementing effective intervention programs are crucial. This emphasizes the importance of global efforts in combating the growing challenge of gaming disorder among adolescents.
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页数:10
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