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ADDICTION
GAMING
STUDY OF GAMING CHARACTERISTICS
AND PERSONALITY TRAITS AMONG THE HEALTH PROFESSIONAL
UNDERGRADUATES
Presented By,
AKHILA R KRISHNA
MPhil Cli.Psychology Trainee
Chairperson,
Ms Trishala D
Asst.Professor,JSS MC
Journal Details
JORNAL NAME:ANNALS OF INDIAN PSYCHIATRY
PUBLISHER:INDIAN PSYCHIATRIC SOCIETY
IMPACT FACTOR:2.983
AUTHORS NAME:HITARTH HIMANSHU RAJA, VISHAL
KANAIYALAL PATEL1 , DEEPAK SACHIDANAND
TIWARI, NIRAV CHANPA BHAVIN KADAVALA,
NIRANJAN PATEL
PUBLISHED DATE:24-NOV-2020
Introduction
Twenty‑first century is the era of mobile,
gadgets, and Internet use.
Now a days gaming use increased (either
offline/online). Excessive use of playing
games can lead to various health
problems in some individuals, with
reports of game‑induced seizures and
even deaths.
Studies on gaming
use estimate that
2%–16% of
adolescents having
signs of gaming
addiction (GA).
GA could be a
significant health
hazard with a
harmful impact on
physical, social, and
mental well‑being.
It is associated with
sleep deprivation, eating
irregularities, physical
strain and fatigue,
obesity, social
incompetence, mood
disorders, and isolation
from friends and family
Excessive use of video games reflects
disproportionate but not necessarily
problematic behavior, whereas pathological
gaming is defined as the persistent inability to
control excessive gaming habits despite
associated social or emotional problems
Globally, some studies have mentioned the significant
relationship between personality traits and GA.ia,
few published studies found the correlation between GA,
personality traits among the medical students.Hence, this
study was planned to add the research findings of gaming
characteristics, personality traits, and GA among the health
professional undergraduates
Subjects
A total of 225 intern doctors
posted to the Department of
Psychiatry for a compulsory
rotational internship for 12
months. The intern doctors
playing the video game for
the period of the last 12
months or more were
included in the study, and
five who refused consent to
participate in the study were
excluded
Subjects and Methods
Study design
This was 12 months;
cross‑sectional,
observational study
was conducted
from January to
December 2017.
Tools
GA was detected using
the shorter version of
the Game Addiction
Scale (GAS),
GAME
ADDICTION
Aggression was measured
by the Buss‑Perry
Aggression Questionnaire
(BPAQ).
The Arnett Inventory of
Sensation Seeking (AISS)
was used to measure
sensation seeking.
AGGRESSION SENSATION
SEEKING
Tools
PERSONALITY
SELF
ESTEEM
Extraversion and neuroticism
were measured with the Eysenck
Personality
Questionnaire‑revised (EPQ‑R)
Self‑esteem of the
participants was measured
with the State Self‑Esteem
Scale (SSES)
Assessments
One of the junior resident
doctors interviewed the
participants regarding gaming
use and requested them to fill
up a semi‑structured performa .
No participants refused to give
consent for the study
participation.
Participants required around
45 min to complete the
semi‑structured performa,
including scales.
Participants were screened for
GA using GAS, and then those
having higher scores were
clinically interviewed using the
proposed research diagnostic
criterion of IGD to diagnose
GA. .
Assessments
Experienced and trained consultant psychiatrists of
the department assessed the participants for GA in
clinical interview and educated participants with GA
about Gaming disorder and various treatment options.
Participants were assessed for personality traits using
the questionnaires of AISS, BPAQ, EPQ‑R, and SSES
Data Analysis
Data collected were subjected to appropriate
descriptive statistics using frequencies,
percentages, mean and standard deviation of
different variables. Independent t‑test and
Chi‑square tests were used for the analysis of
data. The value of P < 0.05 was considered
statistically significant.
Results
Out of the total 225, 176 intern doctors(78.22%)
were playing video games for a period of 12
months or more.
Among the interns playing video games, 38.63%
were female and 55.68% were male. The mean
age of the participants was 22.9 years.
The prevalence of GA was 19.88% and 15.55%
among game users and total intern doctors,
respectively.
Results
Participants were playing Candy Crush Saga,
Subway Surfer, temple run 2
een Patti, ludo king, clash of clans, racing in the
car, call of duty, and God of Rom frequently in
mobile, laptop/PC, and gaming device.,
Gaming determinants
Nearly three‑fourth or more of
addicted interns played online,
spent money on gaming, and
were playing for >5 years. Nearly
70% of interns with GA were
using multiple gadgets for
gaming and 91.42% of addicted
interns were playing in leisure
time and other time.
Independent variables showing
statistically significant
association with Chi‑square
test were selected for further
analysis using binary logistic
regression analysis. Mode of
gaming, gadgets used for
gaming, total duration of
gaming, and gaming as leisure
and/or other time activity
emerged as statistically
significant predictors of the
GA
Personality factors
Mean score GAS was higher for
sensation seeking, aggression
and neuroticism and lower for
extroversion and self‑esteem in
interns with GA compared to
without addiction.
Multiple linear regression
analysis found sensation
seeking, aggression, and
neuroticism were found to be
positively correlated and
significantly associated while
extraversion and self‑esteem
was negatively correlated and
significantly associated with
GA .Neuroticism, extraversion,
aggression, sensation seeking,
and self‑esteem were
predictors of the GA
In the present study, the prevalence of GA was 19.88%
and 15.55% among game users and total intern
doctors, respectively.
Some studies have reported 8%–9% prevalence of GA
in young adults and adolescents. While a few studies
have reported a lower prevalence (1%–3%) among
adolescents and young adults.
Discussion
In the present study, significant number of participants with
GA spent money on gaming as compared to non‑addicts.
In this study, significant number of interns with GA used mobile
and other gadgets for playing games. This corroborates with Paik
et al., who found that combined users, especially those playing
computer and Smartphone games evenly, had a higher prevalence
of IGD.
In this study, participants with high sensation seeking reported
high GA.
Fest et al. reported that gamers admitted having a strong desire
for seeking excitement and sensation from playing violent and
aggressive games.
Perhaps, because sensation seeking provides a coping mechanism
for individuals to overcome their boredom, and/or video games
provide stimulation and rewards for sensation seekers.
The present study shows a significant number of participants with
GA having low self‑esteem. Many studies from different regions
have found that low self‑esteem was positively and significantly
related to Internet addiction and IGD among adolescents and
college students.
Participants may involve excessively in playing games, and hence,
they can escape from their negative self‑evaluation
In the present study, high level of aggression was seen in participants
with GA. Festl et al. found that high score of GAS is associated with
aggression among the German population.In adolescents committing
violence (both traditional and cyber) against peers predicts the
problematic gaming significantly.
This may suggest the aggression during games is rewarding and it
facilitate the development of GA.
In the present study, higher neuroticism and lower extraversion were
significantly associated with GA.
Neurotic gamers may be playing as a way of counteracting their
negative emotions.
Müller et al. reported that IGD was associated with higher neuroticism,
decreased conscientiousness and low extraversion compared to healthy
controls. This suggests that introverts may be highly attracted to
features of the internet gaming that improve their social capabilities,
where they struggle offline
Limitations
Research only
considers a sample of
the medical college
intern doctors.
Hence, it will be
difficult to generalize
the results of this
study.
Conflict of interest
between investigators and
study participants.
Lie Scale of EPQ‑R was not
used to determine the
validity of responses, future
research studies must
include it for the robustness
of the study.
Strength of the study
Separate clinical interview was used to
diagnose GA. This study explores the role of
personality factors in GA using different
standard questionnaires in India.
Thank
You!

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GAME ADDICTION.pdf

  • 1. ADDICTION GAMING STUDY OF GAMING CHARACTERISTICS AND PERSONALITY TRAITS AMONG THE HEALTH PROFESSIONAL UNDERGRADUATES Presented By, AKHILA R KRISHNA MPhil Cli.Psychology Trainee Chairperson, Ms Trishala D Asst.Professor,JSS MC
  • 2. Journal Details JORNAL NAME:ANNALS OF INDIAN PSYCHIATRY PUBLISHER:INDIAN PSYCHIATRIC SOCIETY IMPACT FACTOR:2.983 AUTHORS NAME:HITARTH HIMANSHU RAJA, VISHAL KANAIYALAL PATEL1 , DEEPAK SACHIDANAND TIWARI, NIRAV CHANPA BHAVIN KADAVALA, NIRANJAN PATEL PUBLISHED DATE:24-NOV-2020
  • 3. Introduction Twenty‑first century is the era of mobile, gadgets, and Internet use. Now a days gaming use increased (either offline/online). Excessive use of playing games can lead to various health problems in some individuals, with reports of game‑induced seizures and even deaths.
  • 4. Studies on gaming use estimate that 2%–16% of adolescents having signs of gaming addiction (GA). GA could be a significant health hazard with a harmful impact on physical, social, and mental well‑being. It is associated with sleep deprivation, eating irregularities, physical strain and fatigue, obesity, social incompetence, mood disorders, and isolation from friends and family
  • 5. Excessive use of video games reflects disproportionate but not necessarily problematic behavior, whereas pathological gaming is defined as the persistent inability to control excessive gaming habits despite associated social or emotional problems
  • 6. Globally, some studies have mentioned the significant relationship between personality traits and GA.ia, few published studies found the correlation between GA, personality traits among the medical students.Hence, this study was planned to add the research findings of gaming characteristics, personality traits, and GA among the health professional undergraduates
  • 7. Subjects A total of 225 intern doctors posted to the Department of Psychiatry for a compulsory rotational internship for 12 months. The intern doctors playing the video game for the period of the last 12 months or more were included in the study, and five who refused consent to participate in the study were excluded Subjects and Methods Study design This was 12 months; cross‑sectional, observational study was conducted from January to December 2017.
  • 8. Tools GA was detected using the shorter version of the Game Addiction Scale (GAS), GAME ADDICTION Aggression was measured by the Buss‑Perry Aggression Questionnaire (BPAQ). The Arnett Inventory of Sensation Seeking (AISS) was used to measure sensation seeking. AGGRESSION SENSATION SEEKING
  • 9. Tools PERSONALITY SELF ESTEEM Extraversion and neuroticism were measured with the Eysenck Personality Questionnaire‑revised (EPQ‑R) Self‑esteem of the participants was measured with the State Self‑Esteem Scale (SSES)
  • 10. Assessments One of the junior resident doctors interviewed the participants regarding gaming use and requested them to fill up a semi‑structured performa . No participants refused to give consent for the study participation. Participants required around 45 min to complete the semi‑structured performa, including scales. Participants were screened for GA using GAS, and then those having higher scores were clinically interviewed using the proposed research diagnostic criterion of IGD to diagnose GA. .
  • 11. Assessments Experienced and trained consultant psychiatrists of the department assessed the participants for GA in clinical interview and educated participants with GA about Gaming disorder and various treatment options. Participants were assessed for personality traits using the questionnaires of AISS, BPAQ, EPQ‑R, and SSES
  • 12. Data Analysis Data collected were subjected to appropriate descriptive statistics using frequencies, percentages, mean and standard deviation of different variables. Independent t‑test and Chi‑square tests were used for the analysis of data. The value of P < 0.05 was considered statistically significant.
  • 13. Results Out of the total 225, 176 intern doctors(78.22%) were playing video games for a period of 12 months or more. Among the interns playing video games, 38.63% were female and 55.68% were male. The mean age of the participants was 22.9 years. The prevalence of GA was 19.88% and 15.55% among game users and total intern doctors, respectively.
  • 14. Results Participants were playing Candy Crush Saga, Subway Surfer, temple run 2 een Patti, ludo king, clash of clans, racing in the car, call of duty, and God of Rom frequently in mobile, laptop/PC, and gaming device.,
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  • 16. Gaming determinants Nearly three‑fourth or more of addicted interns played online, spent money on gaming, and were playing for >5 years. Nearly 70% of interns with GA were using multiple gadgets for gaming and 91.42% of addicted interns were playing in leisure time and other time. Independent variables showing statistically significant association with Chi‑square test were selected for further analysis using binary logistic regression analysis. Mode of gaming, gadgets used for gaming, total duration of gaming, and gaming as leisure and/or other time activity emerged as statistically significant predictors of the GA
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  • 19. Personality factors Mean score GAS was higher for sensation seeking, aggression and neuroticism and lower for extroversion and self‑esteem in interns with GA compared to without addiction. Multiple linear regression analysis found sensation seeking, aggression, and neuroticism were found to be positively correlated and significantly associated while extraversion and self‑esteem was negatively correlated and significantly associated with GA .Neuroticism, extraversion, aggression, sensation seeking, and self‑esteem were predictors of the GA
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  • 22. In the present study, the prevalence of GA was 19.88% and 15.55% among game users and total intern doctors, respectively. Some studies have reported 8%–9% prevalence of GA in young adults and adolescents. While a few studies have reported a lower prevalence (1%–3%) among adolescents and young adults. Discussion
  • 23. In the present study, significant number of participants with GA spent money on gaming as compared to non‑addicts. In this study, significant number of interns with GA used mobile and other gadgets for playing games. This corroborates with Paik et al., who found that combined users, especially those playing computer and Smartphone games evenly, had a higher prevalence of IGD.
  • 24. In this study, participants with high sensation seeking reported high GA. Fest et al. reported that gamers admitted having a strong desire for seeking excitement and sensation from playing violent and aggressive games. Perhaps, because sensation seeking provides a coping mechanism for individuals to overcome their boredom, and/or video games provide stimulation and rewards for sensation seekers.
  • 25. The present study shows a significant number of participants with GA having low self‑esteem. Many studies from different regions have found that low self‑esteem was positively and significantly related to Internet addiction and IGD among adolescents and college students. Participants may involve excessively in playing games, and hence, they can escape from their negative self‑evaluation
  • 26. In the present study, high level of aggression was seen in participants with GA. Festl et al. found that high score of GAS is associated with aggression among the German population.In adolescents committing violence (both traditional and cyber) against peers predicts the problematic gaming significantly. This may suggest the aggression during games is rewarding and it facilitate the development of GA.
  • 27. In the present study, higher neuroticism and lower extraversion were significantly associated with GA. Neurotic gamers may be playing as a way of counteracting their negative emotions. Müller et al. reported that IGD was associated with higher neuroticism, decreased conscientiousness and low extraversion compared to healthy controls. This suggests that introverts may be highly attracted to features of the internet gaming that improve their social capabilities, where they struggle offline
  • 28. Limitations Research only considers a sample of the medical college intern doctors. Hence, it will be difficult to generalize the results of this study. Conflict of interest between investigators and study participants. Lie Scale of EPQ‑R was not used to determine the validity of responses, future research studies must include it for the robustness of the study.
  • 29. Strength of the study Separate clinical interview was used to diagnose GA. This study explores the role of personality factors in GA using different standard questionnaires in India.