Assessing the Impact of Video Games on Social Interactions and Isolation Among Male Students in Various Universities in Riyadh, Saudi Arabia

Background and objective Video gaming (VG) has become a global phenomenon. Prolonged gaming can lead to a loss of control and prioritization of gaming over daily activities, a condition known as gaming disorder, which may reduce social interactions and influence how individuals relate to others. This study aimed to evaluate awareness and perceptions of the effects of video gaming on mental well-being. Additionally, it sought to examine the duration and frequency of gaming and their association with the severity of social isolation and loneliness. Methods We conducted a cross-sectional, questionnaire-based study involving 1,279 male students across different universities in Riyadh. The questionnaire was organized into five sections, covering areas such as sociodemographic characteristics and knowledge regarding the effects of gaming on social isolation. Data were collected for the period from October 2024 until April 2025. Results A total of 1,071 students reported playing video games, with 52.85% acknowledging that video game players tend to be socially isolated. The majority of participants were from Science colleges (23.25%), and approximately 42.86% reported spending two to four hours per day gaming. Computers and tablets emerged as the most commonly used devices (41.13%). Notably, 69% of students were aware of the negative impact of video gaming on social interactions. A significant association was observed between the number of daily gaming hours and the level of social isolation (p<0.0001). Conclusions The study emphasizes the need for public health intervention that promotes a more balanced relationship between video gaming and real-life engagement. It recommends collaboration between universities and policymakers to raise awareness of the potential risks associated with video gaming and to promote a healthier balance between digital activities and in-person social interaction.

Authors

Institutions

Publication Details

Journal
Cureus
Published
2025-11-10
DOI
https://doi.org/10.7759/cureus.96531
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

Assessing the Impact of Video Games on Social Interactions and Isolation Among Male Students in Various Universities in Riyadh, Saudi Arabia

Ali S. Alqahtani, Ashwaq Dakhilallh Almutairi, Maha Alanazi, S Alsharif et al.
Cureus
Impact of Technology on Adolescents
article

Assessing the Impact of Video Games on Social Interactions and Isolation Among Male Students in Various Universities in Riyadh, Saudi Arabia

Ali S. Alqahtani, Ashwaq Dakhilallh Almutairi, Maha Alanazi, S Alsharif, Nawaf Alnuwaysir, Layan D Alshehri, Jana A Alhulayyil, Dalia W Alqahtani, Lujain M Alwadani, Kady Alsarhan, Nouf A Zurayyir, Rola Alasmari, Leen D Alajmi
article en

Abstract

Background and objective Video gaming (VG) has become a global phenomenon. Prolonged gaming can lead to a loss of control and prioritization of gaming over daily activities, a condition known as gaming disorder, which may reduce social interactions and influence how individuals relate to others. This study aimed to evaluate awareness and perceptions of the effects of video gaming on mental well-being. Additionally, it sought to examine the duration and frequency of gaming and their association with the severity of social isolation and loneliness. Methods We conducted a cross-sectional, questionnaire-based study involving 1,279 male students across different universities in Riyadh. The questionnaire was organized into five sections, covering areas such as sociodemographic characteristics and knowledge regarding the effects of gaming on social isolation. Data were collected for the period from October 2024 until April 2025. Results A total of 1,071 students reported playing video games, with 52.85% acknowledging that video game players tend to be socially isolated. The majority of participants were from Science colleges (23.25%), and approximately 42.86% reported spending two to four hours per day gaming. Computers and tablets emerged as the most commonly used devices (41.13%). Notably, 69% of students were aware of the negative impact of video gaming on social interactions. A significant association was observed between the number of daily gaming hours and the level of social isolation (p<0.0001). Conclusions The study emphasizes the need for public health intervention that promotes a more balanced relationship between video gaming and real-life engagement. It recommends collaboration between universities and policymakers to raise awareness of the potential risks associated with video gaming and to promote a healthier balance between digital activities and in-person social interaction.

CureusVol. 17(11)
Princess Nourah bint Abdulrahman University (SA), King Saud University (SA)
Openalex Percentile: Top 57%
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.