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      Gaming addiction and perceived stress among Saudi adolescents

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          Highlights

          • 5% of Saudi adolescents (grade 7–12) were addicted to gaming.

          • 11% were suffering from a high level of stress.

          • Gaming addiction was strongly associated with moderate- and high-level stress.

          Abstract

          Introduction

          Adolescents (age: 10–19 years) make up 15% of the Saudi population and have easy access to electronic gadgets and the Internet, yet data on gaming addiction among adolescents are negligible. We aimed to determine the prevalence of gaming addiction and its association with stress among Saudi school students.

          Methods

          In this cross-sectional survey, 2675 school students (grades 7–12) from 40 randomly selected schools in four main cities of Al-Qassim province in Saudi Arabia participated. The questionnaire inquired about demography, lifestyle, gaming addiction (7-item Game Addiction Scale), and stress (10-item Perceived Stress Scale). Multinomial logistic regression assessed the association between gaming addiction (yes, no) and stress (high, moderate, low).

          Results

          Participants’ mean age was 16.1 (SD = 1.6) years; 50% were female; 64% reported >3 h of daily screen time; 5% were addicted to gaming; 11.4% had high-level stress. Addiction to gaming was strongly associated with stress in the adjusted analysis (moderate OR = 6.7, 95% CI = 2.9–15.5; high OR = 11.9, 95% CI = 4.7–30.1). Additionally, those who were older, female, had poor grades, unhealthy dietary habits, an inactive lifestyle, and smoked were more likely to experience high stress.

          Conclusions

          Gaming addiction is strongly associated with stress among Saudi adolescents.

          Related collections

          Most cited references51

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          Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model.

          Within the last two decades, many studies have addressed the clinical phenomenon of Internet-use disorders, with a particular focus on Internet-gaming disorder. Based on previous theoretical considerations and empirical findings, we suggest an Interaction of Person-Affect-Cognition-Execution (I-PACE) model of specific Internet-use disorders. The I-PACE model is a theoretical framework for the processes underlying the development and maintenance of an addictive use of certain Internet applications or sites promoting gaming, gambling, pornography viewing, shopping, or communication. The model is composed as a process model. Specific Internet-use disorders are considered to be the consequence of interactions between predisposing factors, such as neurobiological and psychological constitutions, moderators, such as coping styles and Internet-related cognitive biases, and mediators, such as affective and cognitive responses to situational triggers in combination with reduced executive functioning. Conditioning processes may strengthen these associations within an addiction process. Although the hypotheses regarding the mechanisms underlying the development and maintenance of specific Internet-use disorders, summarized in the I-PACE model, must be further tested empirically, implications for treatment interventions are suggested.
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            An international consensus for assessing internet gaming disorder using the new DSM-5 approach.

            For the first time, the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) introduces non-substance addictions as psychiatric diagnoses. The aims of this paper are to (i) present the main controversies surrounding the decision to include internet gaming disorder, but not internet addiction more globally, as a non-substance addiction in the research appendix of the DSM-5, and (ii) discuss the meaning behind the DSM-5 criteria for internet gaming disorder. The paper also proposes a common method for assessing internet gaming disorder. Although the need for common diagnostic criteria is not debated, the existence of multiple instruments reflect the divergence of opinions in the field regarding how best to diagnose this condition. We convened international experts from European, North and South American, Asian and Australasian countries to discuss and achieve consensus about assessing internet gaming disorder as defined within DSM-5. We describe the intended meaning behind each of the nine DSM-5 criteria for internet gaming disorder and present a single item that best reflects each criterion, translated into the 10 main languages of countries in which research on this condition has been conducted. Using results from this cross-cultural collaboration, we outline important research directions for understanding and assessing internet gaming disorder. As this field moves forward, it is critical that researchers and clinicians around the world begin to apply a common methodology; this report is the first to achieve an international consensus related to the assessment of internet gaming disorder. © 2014 Society for the Study of Addiction.
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              Development and Validation of a Game Addiction Scale for Adolescents

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                Author and article information

                Contributors
                Journal
                Addict Behav Rep
                Addict Behav Rep
                Addictive Behaviors Reports
                Elsevier
                2352-8532
                04 February 2020
                June 2020
                04 February 2020
                : 11
                : 100261
                Affiliations
                [a ]College of Medicine, Sulaiman Al Rajhi Colleges, P.O. Box 777, Bukairyah, Al-Qassim 51941, Saudi Arabia
                [b ]College of Medicine, Al Faisal University, P.O. Box 50927, Takhasusi Road, Riyadh 11533, Saudi Arabia
                Author notes
                [* ]Corresponding author. a.saquib@ 123456sr.edu.sa
                [1]

                Both authors contributed equally to this manuscript.

                Article
                S2352-8532(19)30211-1 100261
                10.1016/j.abrep.2020.100261
                7244928
                32467850
                2272683d-56da-404e-a947-8b82b9e5c906
                © 2020 The Authors

                This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).

                History
                : 30 October 2019
                : 28 January 2020
                : 3 February 2020
                Categories
                Research paper

                adolescents,gaming addiction,perceived stress,saudi arabia,apa, american psychiatric association,dass, depression, anxiety and stress scale,dsm-v, diagnostic and statistical manual of mental disorders, 5th ed.,gas, game addiction scale,igd, internet gaming disorder,pss, perceived stress scale,who, world health organization

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