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Video and Internet Gaming Addiction Among Young Adults

Published online by Cambridge University Press:  23 March 2020

N. Halouani
Affiliation:
Psychiatry, Hedi chaker university hospital, Sfax, Tunisia
K. Yaich
Affiliation:
Psychiatry, Hedi chaker university hospital, Sfax, Tunisia
R. Ennaoui
Affiliation:
Psychiatry, Hedi chaker university hospital, Sfax, Tunisia
S. Chouayakh
Affiliation:
Psychiatry, Hedi chaker university hospital, Sfax, Tunisia
J. Aloulou
Affiliation:
Psychiatry, Hedi chaker university hospital, Sfax, Tunisia
O. Amami
Affiliation:
Psychiatry, Hedi chaker university hospital, Sfax, Tunisia

Abstract

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Introduction

With the popularity of high-tech devices and Internet use in recent years, playing online or offline games has become a popular activity, among young adults (YA). However, research suggests that excessive engagement may in extreme cases lead to symptoms commonly experienced by substance addicts.

Aims

Estimate the prevalence of problematic use of video and Internet games (PUVIG) among YA. Determine the factors associated with it.

Methods

A cross-sectional study was carried out during the first half of September 2016. A sample of 69 YA with a high education's level was randomly selected from the general population. Data were collected through a global questionnaire consisted of a sociodemographic part, the Young Internet Addiction Test, the Problem Video Game playing questionnaire, online network game scale and the Perceived Stress Scale.

Results

The average age was 27.6 years. The majority (70%) reported using video or Internet games. The risk of dependency to online network games involved 10% of game players while the presence of video games use consequences concerning 16%. Gaming addiction was significantly more likely in boys (P = 0.001). The students had more PUVIG than employees (P = 0.036). A link was highlighted with a problematic Internet use (P = 0.008), a facebook addiction (P = 0.001) and high perceived stress level (0.014).

Conclusions

Playing video and Internet games is a widespread activity among YA. The factors potentially involved are inevitably multiple and complex. It supports the need to carefully explore these emerging practices among this vulnerable population and suggest the establishment of better prevention and better tracking of video gaming.

Disclosure of interest

The authors have not supplied their declaration of competing interest.

Type
e-Poster walk: Substance related and addictive disorders–part 1
Copyright
Copyright © European Psychiatric Association 2017
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