Prevalence of Gaming Addiction and Its Associations With Stress, Anxiety, Depression and Self-Esteem Among University Students: A Cross-Sectional Study

Online gaming is a prevalent leisure activity among young people worldwide. However, limited data exist on the psychological effects of gaming addiction among university students in Oman. This cross-sectional study aimed to estimate the prevalence of gaming addiction risk and explore its relationship with stress, depression, anxiety and self-esteem among university students in Oman. A total of 428 participants completed a self-reported questionnaire encompassing the Game Addiction Scale, Rosenberg Self-Esteem Scale and the Depression, Anxiety and Stress Scale 21. A total of 18.7% (<i>n</i> = 80) of the participants met the polythetic criterion for gaming addiction risk based on the polythetic criterion. Logistic regression revealed that depression, gaming-related financial expenditure, hours spent on gaming, maternal education and academic performance measured by Grade Point Average (GPA) were significantly associated with gaming addiction risk. The model demonstrated good explanatory power, accounting for 47.5% of the variance in gaming addiction (Nagelkerke R<sup>2</sup> = 0.475). The results may inform the development of comprehensive prevention strategies that address both psychological and behavioural risk factors. Focused interventions could potentially help mitigate the impact of gaming addiction and may support improved academic and mental health outcomes among university students.

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Publication Details

Journal
Clinical Child Psychology and Psychiatry
Published
2026-03-04
DOI
https://doi.org/10.1177/13591045261432262
Primary Topic
Impact of Technology on Adolescents
Type
article
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article

Prevalence of Gaming Addiction and Its Associations With Stress, Anxiety, Depression and Self-Esteem Among University Students: A Cross-Sectional Study

Omar Al Omari, Asem Abdalrahim, Jalal K. Damra, Loai Abu Sharour et al.
Clinical Child Psychology and Psychiatry
Impact of Technology on Adolescents
article

Prevalence of Gaming Addiction and Its Associations With Stress, Anxiety, Depression and Self-Esteem Among University Students: A Cross-Sectional Study

Omar Al Omari, Asem Abdalrahim, Jalal K. Damra, Loai Abu Sharour, Mohammed Albashtawy, Mohammad Al Qadire, Afnan Al Yahyaei, Baraah Al Abri, Waad Al Rahbi, Fadwa Alhalaiqa, Maram Al Aamri, Khulood Al Azizi
article en

Abstract

Online gaming is a prevalent leisure activity among young people worldwide. However, limited data exist on the psychological effects of gaming addiction among university students in Oman. This cross-sectional study aimed to estimate the prevalence of gaming addiction risk and explore its relationship with stress, depression, anxiety and self-esteem among university students in Oman. A total of 428 participants completed a self-reported questionnaire encompassing the Game Addiction Scale, Rosenberg Self-Esteem Scale and the Depression, Anxiety and Stress Scale 21. A total of 18.7% (<i>n</i> = 80) of the participants met the polythetic criterion for gaming addiction risk based on the polythetic criterion. Logistic regression revealed that depression, gaming-related financial expenditure, hours spent on gaming, maternal education and academic performance measured by Grade Point Average (GPA) were significantly associated with gaming addiction risk. The model demonstrated good explanatory power, accounting for 47.5% of the variance in gaming addiction (Nagelkerke R<sup>2</sup> = 0.475). The results may inform the development of comprehensive prevention strategies that address both psychological and behavioural risk factors. Focused interventions could potentially help mitigate the impact of gaming addiction and may support improved academic and mental health outcomes among university students.

Clinical Child Psychology and Psychiatry
Hashemite University (JO), Al Ain University (AE), Al al-Bayt University (JO), Sultan Qaboos University (OM), Qatar University (QA)
Good health and well-being
Openalex Percentile: Top 40%
Impact of Technology on Adolescents
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