A Cross-Sectional Study to Assess the Gaming Disorder and Problematic Usage of Mobile Phones among College Students of Hubli-Dharwad
DOI:
https://doi.org/10.5455/njcm.20200109034740Keywords:
Gaming, mobile phone, students, IGDT-10, PUMPAbstract
Background: Gaming disorder has been included as a mental health disorder by WHO in ICD 11 revision. There is increased dependence on mobile phones, video games, and the internet among all age groups. Excessive use of mobile phones and gaming affects the physical, mental health and social life
Objectives: To assess the prevalence of gaming disorder and problematic usage of mobile phones, and to assess the common health problems faced after prolonged usage.
Materials and Methods: A cross-sectional study was conducted among 220 students of Hubli-Dharwad studying in various degree courses using a predesigned semi-structured questionnaire. The Ten-Item Internet Gaming Disorder Test (IGDT-10) scale and Problematic Usage of Mobile Phone (PUMP) scale were used in the study
Results: Out of 220 college students 52.3% were girls and 47.7% were boys. The mean game scoring was 2.11±2.18, and the mean problematic mobile usage score was 50.60±11.282, the prevalence of gaming disorder was 15%. The PUMP score was high among those who had gaming disorder. 74%of the participants complained one or the other health problems, most common being sleep disturbance.
Conclusion: The problematic mobile usage and gaming disorder is high among students. A proper supportive environment is needed in the college and also in their homes.
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