Game Genres, Behavioural Difficulties and Internet Gaming Disorder among a Sample of Egyptian Adolescents

Abstract Background Decades of research shows a rise in the number of young people playing videogames, with the content of violent video games becoming increasingly realistic, interactive and unequivocal in depicting violent activity. The combination of these two factors: growing numbers of players in addition to progressively violent games appears to have important consequences. Aim of the Work Measure the Rate of Internet Gaming Disorder among a community sample of Egyptian adolescents. To Assess the most frequently played type of Game genres. Finding out the association between different game genres and behavioural dysregulation. Finding out the association between different game genres and sociodemographic correlates. Assess and Measure the association of Violent Video Game Use and Internet Gaming disorder with psychological correlates. Patients and Methods This study is a cross-sectional observational study. Study population A sample of Egyptian Adolescents aged 14-17 males and females randomly selected from study sites. relatives of patients in outpatient clinics. Relatives of fellow doctors and nursing staff. study started from September 2022 till October 2023. Results The Strengths and Difficulties Questionnaire was used to assess the psychological well-being of children and adolescents, grouped into five subscales: Emotional difficulties, conduct symptoms, Hyperactivity, Peer Relationship problems, Prosocial Behaviour, and an Impact Supplement that assesses chronicity, distress, social impairment, and burden to others. The Rate of game addiction among the studied sample was 4%. Significant difference was found in game addiction scores between violent and nonviolent gamers. Our study results showed that violent games were more frequently played than nonviolent ones (64.5%) played violent games whereas (35.5%) played nonviolent games, with a higher preference of violent games among males. Conduct symptoms, and prosocial behaviour were more affected in subjects who played violent games than those who played nonviolent games. Conclusion The observed correlation between exposure to violent games and an increased likelihood of developing game addiction, prolonged gaming sessions, conduct symptoms, and diminished prosocial behavior highlights the need for a more nuanced approach to understanding and managing video game-related difficulties.

Authors

Institutions

Publication Details

Journal
QJM
Published
2024-10-01
DOI
https://doi.org/10.1093/qjmed/hcae175.553
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Game Genres, Behavioural Difficulties and Internet Gaming Disorder among a Sample of Egyptian Adolescents

Mariam Yehia Mohamed Abou Taleb, Hanan Azzam, Marwa El-Missiry, Yaman Adel Zaki Malek
QJM
Impact of Technology on Adolescents
article

Game Genres, Behavioural Difficulties and Internet Gaming Disorder among a Sample of Egyptian Adolescents

Mariam Yehia Mohamed Abou Taleb, Hanan Azzam, Marwa El-Missiry, Yaman Adel Zaki Malek
article en

Abstract

Abstract Background Decades of research shows a rise in the number of young people playing videogames, with the content of violent video games becoming increasingly realistic, interactive and unequivocal in depicting violent activity. The combination of these two factors: growing numbers of players in addition to progressively violent games appears to have important consequences. Aim of the Work Measure the Rate of Internet Gaming Disorder among a community sample of Egyptian adolescents. To Assess the most frequently played type of Game genres. Finding out the association between different game genres and behavioural dysregulation. Finding out the association between different game genres and sociodemographic correlates. Assess and Measure the association of Violent Video Game Use and Internet Gaming disorder with psychological correlates. Patients and Methods This study is a cross-sectional observational study. Study population A sample of Egyptian Adolescents aged 14-17 males and females randomly selected from study sites. relatives of patients in outpatient clinics. Relatives of fellow doctors and nursing staff. study started from September 2022 till October 2023. Results The Strengths and Difficulties Questionnaire was used to assess the psychological well-being of children and adolescents, grouped into five subscales: Emotional difficulties, conduct symptoms, Hyperactivity, Peer Relationship problems, Prosocial Behaviour, and an Impact Supplement that assesses chronicity, distress, social impairment, and burden to others. The Rate of game addiction among the studied sample was 4%. Significant difference was found in game addiction scores between violent and nonviolent gamers. Our study results showed that violent games were more frequently played than nonviolent ones (64.5%) played violent games whereas (35.5%) played nonviolent games, with a higher preference of violent games among males. Conduct symptoms, and prosocial behaviour were more affected in subjects who played violent games than those who played nonviolent games. Conclusion The observed correlation between exposure to violent games and an increased likelihood of developing game addiction, prolonged gaming sessions, conduct symptoms, and diminished prosocial behavior highlights the need for a more nuanced approach to understanding and managing video game-related difficulties.

QJMVol. 117(Supplement_2)
Ain Shams University (EG)
Openalex Percentile: Top 67%
Impact of Technology on Adolescents
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.