Middle East Current Psychiatry (Jul 2024)

Determinants associated with internet gaming disorder in female medical students: a logistic regression analysis using a random sampling survey

  • Aakanksha Kharb,
  • Sunny Garg,
  • Vineet Sharma,
  • Mohini Yadav,
  • Rinki Bagri

DOI
https://doi.org/10.1186/s43045-024-00438-1
Journal volume & issue
Vol. 31, no. 1
pp. 1 – 9

Abstract

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Abstract Background Internet gaming disorder (IGD) is a momentously growing issue of all ages, and medical students are not immune from the ever-increasing online gaming vogue. The Indian context is little comprehended, necessitating further research on the magnitude and variables. This study aims to determine the prevalence and risk variables of IGD among female medical students. This cross-sectional survey was conducted from March to May 2023 on 512 female (a calculated sample size) medical undergraduate students enrolled in a tertiary center located in a rural area of North India. A stratified random sampling technique was used to choose the participants. The study included a semi-structured questionnaire containing socio-demographic and personal details and gaming characteristics. It also includes a standardized tool, i.e., the Gaming Disorder and Hazardous Gaming Scale (GDHGS) to assess the outcome. The Binary logistic regression analysis was used to investigate the determinants of the dependent variable. Results Among the participants, only 236 (46.1%) were identified as gamers. The mean age of the gamers was 21.09 (SD = 1.65) years. Among the gamers, around 31 (13.1%) medical undergraduate students had IGD. The Binary logistic regression analysis identified a few significant determinants of IGD such as dissatisfaction with academic performance (COR = 24.8), playing internet games for more than 2 h per day (COR = 5.9), playing paid games (COR = 2.8), and playing games daily (COR = 4.99). Conclusion IGD is highly prevalent among professional medical college students, and its propensity is linked with poor academic performance, using paid games, and spending long hours and days on gaming. Thus, administrators should identify at-risk students and help them in seeking therapy.

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