2021
DOI: 10.47176/mjiri.35.98
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Gaming disorder among students of Tabriz University of Medical Sciences: The frequency and related factors

Abstract: Background individuals' att study was perf Medical Scienc Methods: A correlational st filled gaming b correlation coe Results: A t ±13.93, and 17 (2.1%). Being recognized as d Conclusion: percentage of t gaming method

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Cited by 6 publications
(6 citation statements)
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“…Children spend an average of 86 min per day gaming, whereas adolescents spend 147 min [ 30 ]. Vahidi et al [ 31 ] reported a GD prevalence rate of 2.1% among Iranian undergraduate students. Furthermore, there was a 5.9% prevalence of IGD among Iranian primary school students, according to Areshtanab et al [ 32 ].…”
Section: Introductionmentioning
confidence: 99%
“…Children spend an average of 86 min per day gaming, whereas adolescents spend 147 min [ 30 ]. Vahidi et al [ 31 ] reported a GD prevalence rate of 2.1% among Iranian undergraduate students. Furthermore, there was a 5.9% prevalence of IGD among Iranian primary school students, according to Areshtanab et al [ 32 ].…”
Section: Introductionmentioning
confidence: 99%
“…Vahidi et al (2021) examined students’ engagement in playing games. They concluded that 27.8% of the participants engaged in online gaming, 58.6% opted for offline gaming and 13.6% indulged in both forms.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Playing online video games is poised to gain increasing prominence due to the convenience and affordability of Internet connectivity, coupled with the availability of popular games accessible through the Internet. Vahidi et al (2021) examined students' engagement in playing games. They concluded that 27.8% of the participants engaged in online gaming, 58.6% opted for offline gaming and 13.6% indulged in both forms.…”
Section: Patterns Of Using Video Gamesmentioning
confidence: 99%
“…Younger age was positively associated with a higher frequency of GD [29,30]. Online gaming and GD were also reported among college students [31][32][33]. It was estimated that almost half of college students play online or video games and about 4% of them have GD [33].…”
Section: Introductionmentioning
confidence: 96%
“…Online gaming and GD were also reported among college students [31][32][33]. It was estimated that almost half of college students play online or video games and about 4% of them have GD [33]. The risk of GD may be higher as they utilize the internet and digital devices during their study at university.…”
Section: Introductionmentioning
confidence: 99%