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
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.,
15.
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
17.
18.
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
20.
21.
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.