Accepted for/Published in: Journal of Medical Internet Research
Date Submitted: Nov 3, 2020
Date Accepted: Mar 16, 2021
Potential correlates of Internet Gaming Disorder among Indonesian medical students: Cross-sectional Study
ABSTRACT
Background:
Internet gaming disorder (IGD) has been a controversial topic since more than a decade. Although Internet addiction has been studied in medical students, there is a paucity of evidence regarding IGD. Previous studies in Indonesia explored only the prevalence rate and characteristics.
Objective:
This study aimed to determine the prevalence and correlations between IGD, temperament, and psychopathology, among Indonesian medical students.
Methods:
A cross-sectional study was performed from August 2019 to September 2019 using total and convenient sampling at a private and a public university, respectively. The study variables were measured using the Indonesian versions of the Ten-Item Internet Gaming Disorder Test, the Temperament and Character Inventory, and the Symptoms Checklist 90. Chi-square and logistic regression analyses were conducted to examine the relationships between demographic factors, temperament, psychopathology, and the presence of IGD.
Results:
Among the 639 respondents, the prevalence rate was 2.03%, with a mean age of 20.23 (SD=0.13) years, and an average gaming duration of 19.0 (SD=0.96) hours/week. Up to 71.2% respondents played through their mobile phones, and subjects with IGD reported all the psychopathologies assessed, except phobic anxiety. Bivariate analysis demonstrated that IGD was associated with gender, gaming duration, gaming community affiliation, and 9 out of 10 domains of psychopathology. Through logistic regression, IGD was correlated with weekly gaming hours ≥20 hours (OR = 4.214, 95% CI 1.084-16.375, P= 0.04).
Conclusions:
These findings suggest that the prevalence of gaming disorder among medical students in Jakarta, Indonesia, was similar to its prevalence found in other populations in Asian countries. The predisposing factor for IGD was weekly gaming duration, while other demographics, temperament, and psychopathology variables acted as probable moderators. Strategies should, therefore, be developed to screen individuals with these predisposing factors.
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