Hostname: page-component-586b7cd67f-l7hp2 Total loading time: 0 Render date: 2024-11-26T03:19:25.149Z Has data issue: false hasContentIssue false

Gaming addiction among Tunisian adolescent

Published online by Cambridge University Press:  13 August 2021

S. Omri*
Affiliation:
Department Of Psychiatry “c”, Universty Hospital of Hedi Chaker, sfax, Tunisia
M. Daoud
Affiliation:
Department Of Psychiatry “c”, Universty Hospital of Hedi Chaker, sfax, Tunisia
N. Smaoui
Affiliation:
Psychiatry C Department, Hedi chaker University hospital, sfax, Tunisia
R. Feki
Affiliation:
Psychiatry C Department, Hedi chaker University hospital, sfax, Tunisia
N. Charfi
Affiliation:
Psychiatry C Department, Hedi chaker University hospital, sfax, Tunisia
J. Ben Thabet
Affiliation:
Psychiatry C Department, Hedi chaker University hospital, sfax, Tunisia
L. Zouari
Affiliation:
Psychiatry C Department, Hedi chaker University hospital, sfax, Tunisia
M. Maalej Bouali
Affiliation:
Psychiatry C Department, Hedi chaker University hospital, sfax, Tunisia
M. Maalej
Affiliation:
Psychiatry C Department, Hedi chaker University hospital, sfax, Tunisia
*
*Corresponding author.

Abstract

Core share and HTML view are not available for this content. However, as you have access to this content, a full PDF is available via the ‘Save PDF’ action button.
Introduction

Gaming is a source of addiction for adolescents. It is recognized as a behavioral and mental health condition, both by the American Psychiatric Association and by the World Health Organization.

Objectives

To determine the prevalence of gaming addiction among secondary school students.

Methods

This cross-sectional study was conducted between September and October of 2020 among students enrolled in secondary school. The participants had filled the Game addiction scale and a data file regarding the socio-demographic information, physical and information about the internet access and use.

Results

The initial sample was composed of 180 secondary school students. Among them 28 were excluded because they did not play video games. Final sample consisted of 152 students (90 males, 62 females) with a mean age of 13.14 ± 1.2 years. The average duration of connection among participants was 5.3 hours per day. Nearly one quarter of the participants (24,3%) played videogames more than 20 h per week. The prevalence of gaming addiction was 21,7%. The participants with gaming addiction were, on average, younger than those who were not addicted to gaming Game-addicted individuals were more likely to be male than female (13,8% vs 7,9%; p=0,036). There was, also, a significant relation between IA and having academic difficulties (p=0.042).

Conclusions

Based on our study findings, that gaming addiction is a challenging problem among Tunisian adolescents. We recommend authorities consider gaming addiction a serious problem for the young population and make this growing phenomenon an adolescent health priority.

Disclosure

No significant relationships.

Type
Abstract
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution, and reproduction in any medium, provided the original work is properly cited.
Copyright
© The Author(s), 2021. Published by Cambridge University Press on behalf of the European Psychiatric Association
Submit a response

Comments

No Comments have been published for this article.