An Evaluation of the Factors Related to Internet Gaming Disorder in Young Adults

Document Type : Original Article

Authors

1 Department of Public Health, Faculty of Medicine, Ankara Yildirim Beyazit University, Ankara, Turkey

2 Department of Psychiatry, CerrahpaÅŸa Faculty of Medicine, Istanbul University-Cerrahpasa, Istanbul, Turkey

10.34172/ahj.2022.1381

Abstract

Background: Game addiction is a growing problem all over the world. The present study aimed to evaluate the prevalence and 
psychological, social, and behavioral effects of internet gaming disorder (IGD) on young adults. 

Methods: A preliminary study was conducted and the game types most commonly played on the internet were determined. Then, 
approximately 60 gaming site managers were contacted. After obtaining consent, the questionnaires were sent to gaming site members and they were asked to complete the questionnaires. Data were collected through a sociodemographic form, Internet Gaming Disorder Scale–Short Form (IGDS9-SF), Strengths and Difficulties Questionnaire (SDQ), and State-Trait Anxiety Inventory (STAI).

Findings: The study was conducted with 613 participants. The age of the participants ranged from 15 to 30 years, with a mean age 
of 20.80±4.63 years. The prevalence of IGD was 10% (n=67). Those with low-income families and low academic performance 
were identified as more likely to develop IGD. Moreover, IGD was revealed to be more likely in individuals with fewer close 
friends, playing games from an early age, and those with a habit of devoting extensive time to watching online game videos on 
Twitch or YouTube. In addition, the risk of gaming disorder was approximately two times higher in individuals who preferred First 
Person Shooter (FPS) games and Massively Multiplayer Online Role-Playing Games (MMORPG). 

Conclusion: The results of this study could be useful for estimating the level of IGD and carrying out more comprehensive studies 
to possibly be able to control IGD. 

Keywords