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MAMC Journal of Medical Sciences

Original article

Internet Gaming Disorder and Its Harmful Health Effects


among the Medical Students in a Tertiary Care Teaching
Hospital
Anshu Singh1, Tuhina Shree1, Prem Kumar2
1
Department of Community Medicine, School of Medical Sciences and Research, Sharda University, Gautam Buddh Nagar, Uttar Pradesh, 2Department of
Medicine, School of Medical Sciences and Research, Sharda University, Gautam Buddh Nagar, Uttar Pradesh, India

Abstract
Background: Online gaming has gained a lot of popularity due to easy accessibility of Internet-enabled devices. This has given rise to a new
phenomenon of gaming addiction. The Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition (DSM-5) published by American
Psychiatric Association, in 2013, included the term Internet gaming disorder (IGD). Impact of IGD on physical and psychologic health
warrants further exploration. Objectives and methods: A cross-sectional study was carried out among medical students to find out the
prevalence of IGD and the associated health effects. The study was conducted from July to September 2019. Data collection was carried out
using a semistructured self-administered questionnaire consisting of sociodemographic profile, Pittsburgh sleep quality index, DSM-5 criteria
for IGD and examination of participants. Data were entered and analyzed using frequency, percentage, and Chi-square test. Results: Almost
three-fourth participants (72.2%) engaged in the online games out of which 30.9% had IGD. A higher proportion of male students were found
to be suffering from IGD. Sleeping disorder was also found to be significantly more among those who had IGD. Conclusion: Prevalence of
IGD was found to be high among medical students. The majority of gamers also faced various health consequences of which sleeping disorder
was the major problem.

Keywords: Academic performance, DSM5, IGD, medical students, PSQI

INTRODUCTION Goldberg in 1995 introduced the term “Internet addiction”


for pathologic compulsive Internet use.[1] Internet gaming
Living in this 21st century, there is a rapid and extensive
addiction is the latest phenomenon in the world of the
proliferation of the Internet that has resulted in better
Internet.[2] Many adolescents spend time playing video
opportunities for research, communication, and
games on computer rather than using it for educational
information. When used appropriately and responsibly, it
activities.
has a vast application in the field of research,
communication, information, leisure activities, business
transactions, and learning. The benefits of Internet Address for correspondence: Dr Tuhina Shree, Department of Community
Medicine, School of Medical Sciences and Research, Sharda University,
outweigh the risks but still it can sometimes cause a
Gautam Buddh Nagar, Uttar Pradesh, India.
decline in physical and mental well-being owing to its E-mail: tuhinashree07@gmail.com
potential for causing addiction in the form of, excessive
gaming, pornography, chatting for long hours, gambling, Received: 9 June 2021 Revised: 23 June 2021
online shopping, and promoting sedentary lifestyle. Accepted: 28 January 2022 Published: 29 April 2022

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DOI: How to cite this article: Singh A, Shree T, Kumar P. Internet Gaming
10.4103/mamcjms.mamcjms_63_21 Disorder and Its Harmful Health Effects among the Medical Students in a
Tertiary Care Teaching Hospital. MAMC J Med Sci 2022;8:33-9.

© 2022 MAMC Journal of Medical Sciences | Published by Wolters Kluwer - Medknow 33


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Singh, et al.: Internet gaming disorder and associated effects

Online gaming revenue and customer base have steadily determine the prevalence of IGD among the medical
increased in the recent years. China’s worth online gaming students of Gautam Buddh Nagar district and to assess
market was **12 billion in 2013 as claimed by a market harmful health effects of IGD among the medical students.
survey. A review article reported prevalence estimates
Study tools: Consisted of a semistructured self-administered
ranging from 0.2% in Germany to 50% among Korean
questionnaire consisting of following sections:
teenagers.[3] Excessive Internet gaming has been described
Section 1: Sociodemographic profile
as a specific subtype of the Internet addiction.[4] Online video
Section 2: Pittsburgh sleep quality index (PSQI)
games are considered the most popular recreational activities
Section 3: Epworth daytime sleepiness scale (EDSS)
irrespective of age, gender, and culture. Few positive aspects
Section 4: DSM5 criteria for IGD
of online gaming include personal affiliation and gamer
Section 5: Examination of participants for height and weight
couples strengthening their relationship. Gamers are also
proven to be faster at complex procedures than nongamers
and there is also an improvement in how their brain processes CRITERIA FOR INTERNET GAMING DISORDER IN DSM-5[8]
visual information. However, there is always a flip side of any
new technology. Gaming disorder has been recently included
in the 11th Revision of the International Classification of Pittsburgh sleep quality index: It is a self-reported instrument
Diseases (ICD-11). Internet gaming disorder (IGD), defined to assess the quality of sleep. The questions are framed in a 4-
as “ersistent and recurrent use of the Internet to engage in point Likert type and analyze factors such as sleep quality,
games, often with other players, leading to clinically sleep latency, sleep duration, sleep efficiency, sleep
significant impairment or distress,” is a condition for disturbance, and use of sleep medication.[9]
further study in the most recent version of the Diagnostic
Epworth daytime sleepiness scale: It is a scale intended to
and Statistical Manual of Mental Disorders, the DSM-5.[5]
measure daytime sleepiness that is measured by use of a very
Research work exploring online gaming and the Internet
short questionnaire. This can be helpful in diagnosing sleep
addiction has increased in the last decade.[6,7] The
disorders. It was introduced in 1991 by Dr Murray Johns of
presentation of the IGD may range from a mild
Epworth Hospital in Melbourne, Australia. The
sociopersonal distress to a gross disorganization in
questionnaire asks the subject to rate his or her
behavior, self-care, health issues, and affected personal and
probability of falling asleep on a scale of increasing
professional life too.
probability from 0 to 3 for eight different situations. The
Medical curriculum covers an academic course duration of 5 scores for the eight questions are added together to obtain a
and a half years and students have to continually study single number. A number in the 0 to 9 range is considered to
around the clock. They use one or the other outdoor or be normal, whereas the numbers 10 and 11 are border line
indoor recreational activities for relieving stress. Most of the and 12 to 24 range indicates that expert medical advice
activities acts as a stress buster and has a beneficial effect; should be sought.
however, a few activities result in detrimental effects such as
Sampling method: All the medical undergraduates from first
the IGD. The addicted students had playtime of 7 hours
to final year and interns who gave their verbal consent to
compared to average time of 3 hours and lesser
participate in the study were included in the study.
concentration during classes, mood disturbance, anxiety,
Convenient sampling method was used.
and sleep disturbances. Due to all these conditions, they
can further develop conditions such as dry eyes, early Inclusion criteria: Students who gave consent and those who
cataract, and worse can lead to neurodegenerative were present at the time of study on that particular day.
diseases and personality disorder. Thus, online video
Exclusion criteria: Students who refused to give consent to
game addiction is a serious health issue which should not
fill the form.
be disregarded. Unfortunately, research on this addiction is
still in its infancy. With this background, our study examines Data collection: The aim of the study been explained to all the
the prevalence of problematic online gaming among study participants and their consent had been taken before the
undergraduate medical students and its association with study. Information thus collected was kept strictly
academic performance, and other health problems confidential. Questionnaire was distributed among all
encountered. medical students and interns enrolled in the college. After
the inclusion and exclusion criteria were met a total of 615
METHODOLOGY MBBS students and interns participated in the study.
A cross-sectional study was conducted among medical Analysis of data: The information collected was converted
college students of a tertiary care medical college of into computer-based spreadsheet using SPSS software.
Gautam Buddh Nagar district, Uttar Pradesh. The study Descriptive statistic such as mean standard deviation,
was conducted from July to September 2019 among percentage was used to describe the data collected in the
MBBS undergraduates and interns. Our aim was to present study.

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Singh, et al.: Internet gaming disorder and associated effects

Persistent and recurrent use of Internet to engage in games, often with other players, leading
to clinically significant impairment or distress as indicated by 5 (or more) of the following in
a 12-month period:
1. Preoccupation with Internet games. (The individual thinks about previous gaming activity
or anticipates playing the next game; Internet gaming becomes the dominant activity in daily
life.)
2. Withdrawal symptoms when Internet gaming is taken away. (These symptoms typically
are described as irritability, anxiety, or sadness, but there are no physical signs of
pharmacologic withdrawal.)
3. Tolerance – the need to spend increasing amounts of time engaged in Internet games.
4. Unsuccessful attempts to control the participation in Internet games.
5. Loss of interest in previous hobbies and entertainment as a result of, and with the
exception of, Internet games.
6. Continued excessive use of Internet games despite knowledge of psychosocial problems.
7. Has deceived family members, therapists, or others regarding the amount of Internet
gaming.
8. Use of Internet games to escape or relief or negative mood (e.g., feelings of helplessness,
guilty, anxiety).
9. Has jeopardized or lost a significant relation, job, or educational or career opportunity
because of participation in Internet games.

Informed consent: Informed consent was obtained from all


participants and they can terminate the survey anytime they Table 1: Year-wise distribution of gender profile of
desire. medical undergraduates (N = 615)
Semester Female, N (%) Male, N (%) Total, N (%)
Ethical concerns: This was a cross-sectional study without
intervention. Consent was obtained from participants. First year 77 (51.3) 73 (48.7) 150 (24.4)
Approval of the study protocol was obtained from Second year 66 (45.2) 80 (54.7) 146 (23.7)
institutional ethical committee and all research data were Third year 89 (61.8) 55 (38.2) 144 (23.4)
kept secure and participant confidentiality was maintained. Fourth year 46 (49.5) 47 (50.5) 93 (15.1)
Interns 41 (50) 41 (50) 82 (13.3)
Total 319 (51.8) 296 (48.2) 615 (100)
RESULTS
A total of 615 medical students consented to participate in the
study. All the students enrolled in the first professional of the students (30.9%) suffering from IGD according to
participated in the study forming the largest proportion DSM-5 criteria. Most preferred place of playing online games
(24.4%) of the total participants. The proportion of fourth was bed or couch (60.1%) followed by classroom (26.6%).
professional students (15.1%) and interns (13.3%)
Nearly one-third of the participants (32%) suffered from
participating in the study was the least. Nearly equal
various health problems due to indulging in online gaming.
proportion of male (48.2%) and female (51.2%) study
Out of those who faced problems, more than half had been
subjects were present in the study [Table 1].
playing online games for more than 12 months [Figure 1].
As shown in Table 2, almost three-fourth participants (72.2%) Based on PSQI and EDSS, abnormal sleeping quality was
engaged in the online games. At the time of the interview found among more than one-third of the participants (36.9%).
more than one-third of the participants (35.2%) had been Academic performance of more than one-third of the students
playing online games for greater than 6 months. Prevalence of (35.3%) had suffered with a calculated average score of less
IGD was found to be high in our study with almost one-third than 60% in last 1 year. More than one-third of the students

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Singh, et al.: Internet gaming disorder and associated effects

Table 2: Distribution of participants according to gaming Table 3: Distribution of participants according to the key
characteristics (N = 615) issues faced due to online gaming (N = 615)
Study variables Frequency (%) Health pproblems related to online gaming (N = 444)
Playing online games Yes 142 (32)
Yes 444 (72.2) No 302 (68)
No 171 (27.8) Health problems based on duration of playing online games (N = 142)
Duration of playing online games >12 months 89 (62.7)
>12 months 190 (30.8) <12 months 53 (37.3)
6–12 months 216 (35.2) Abnormal sleep quality (based on PSQI)
<6 months 38 (6.2) Present 227 (36.9)
Do not play online games 171 (27.8) Absent
Students suffering from Internet gaming disorder (based on DSM-5 and BMI 388 (63.1)
EDSS) Normal 378 (61.5)
Present 190 (30.9) Overweight/obese 237 (38.5)
Absent 425 (69.1) Academic performance (in the last 1year)
Preferred place of playing online games (multiple response) N = 444 <60% 217 (35.3)
Bed/couch 267 >60% 398 (64.7)
Classroom 118
PSQI, Pittsburgh sleep quality index; BMI, body mass index.
Travelling 87
Garden 65

performance was also not found to be statistically


significantly associated with the IGD (P = 0.14) [(Table 4].

Health problems DISCUSSION


98 With the advancement of technology, we have entered the era
100
66 60
of Internet. The Internet is now available even in the far
43 reaches of our country and has become integral part of our
50 lives. With time, Internet gaming, both online and offline,
gained popularity, not only among youth but adults too.
0 Gamers spend a considerable amount of time in online
Sleeping Dry Weight Others
Disorder Eyes Gain
gaming. With the easy accessibility of the Internet and an
increase in problematic Internet usage, there is a high
Figure 1: Health problems related to gaming among the study subjects’ likelihood of potentially addictive behavior. The
(N = 142) multiple responses. occurrence of IGD can further lead to lifestyle disorders
and health problems among gamers. This study attempts to
expand our knowledge of IGD among medical students in
fell under the category of overweight and obese of WHO India.
classification of body mass index (BMI) [Table 3].
In our study, among 615 medical students who participated,
Majority of gamers suffered negative consequences of online nearly three-fourth students (72.2%) engaged in online
gaming. Sleeping disorder was most often reported health games. Similarly, a study conducted among undergraduate
problem followed by dry eyes and weight gain. On medical and dental students in Ludhiana, Punjab reported a
determining association of duration spent in playing online high proportion of students (79.2%) playing online games.[10]
games and its negative health impact, health problems were However, Gammal et al. in a study among university
found to be significantly more among participants playing students, observed that only 37% participants engaged
online games for more than 12 months (62.7%) when online games which is quite less than the prevalence we
compared with those who had been playing for less than found in our study.[11]
12 months (37.3%; P < 0.001) [Figure 1].
A high prevalence of IGD (30.9%) was observed in our study
Table 4 depicts the association of IGD and associated among medical students. This was in accordance to a study
problems. When compared with female students, a higher conducted by Severo et al. reporting a prevalence of 38.2% of
proportion of male students was found to be suffering from IGD among secondary students and undergraduates in
IGD (P < 0.001). Sleeping disorder was found to be Southern Brazil.[12] Another study conducted in Lebanon
significantly more in participants suffering from IGD (P < found prevalence of IGD as 9.2%; however, 35.7% were
0.001). The proportion of overweight/obese participants did reported to be at the risk of developing IGD.[13] By contrast,
not differ by presence of IGD (P = 0.49). Academic Singh et al. in a study investigating the pattern of IGD in India

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Singh, et al.: Internet gaming disorder and associated effects

Table 4: Association between IGD and study variables


Study variables IGD x2 value P-value
Yes (N = 190) No (N = 425) Total (N = 615)
Gender
Male 112 (37.8) 184 (62.2) 296 12.88 0.0003
Female 78 (24.5) 241 (75.5) 319
Sleep disorder
Present 98 (43.2) 129 (56.8) 227
Absent 92 (23.7) 296 (76.3) 388 25.4 <0.001
BMI
Normal 113 (29.9) 265 (70.1) 378 0.45 0.49
Overweight/obese 77 (32.5) 160 (67.5) 237
Academic performance
<60% 75 (34.6) 142 (65.4) 217 2.11 0.14
>60% 115 (28.9) 283 (71.1) 398
IGD, Internet gaming disorder; BMI, body mass index.

observed a prevalence of 3.6% among medical problems, dry eyes, and weight gain were the most
undergraduates.[14] Mihara and Higuchi in a systematic commonly reported health problems. A wide range of
review estimated global prevalence of IGD ranging from health problems were identified in previously conducted
0.70% to 27.50%.[15] Another systematic review of IGD studies. Israel Ayenigbara in his literature review carried
among children and adolescents between the period of out to understand the impact of gaming on health, reported
1991 and 2016 found the prevalence in the range of that the eye problems, musculoskeletal problems, and weight
0.60–50%.[16] Darvesh et al. in a scoping review found gain were the most frequently encountered health issues.[23] A
that the prevalence of IGD ranging from 0.21% to 57.50% study among Swedish adolescents reported symptoms of
in general populations and 3.20% to 91.00% in clinical depression, musculoskeletal problems, and psychosomatic
populations.[17] The prevalence of IGD observed in our issues.[24] Headache was found to be the most commonly
study was higher when compared with the prevalence reported problem due to online gaming in studies conducted
observed in various other international and national in Punjab and Kerala.[10]
studies.[10,18,19] This high prevalence of IGD observed in
The present study used PQSI scale to assess sleep quality of
our study can be attributed to the higher socioeconomic status
the participants and more than one-third of the students
of all the study participants with readily available Internet and
(36.9%) were found to have poor sleep quality. Gammal
smartphones which provide them an easier access to Internet
et al. and Severo et al. reported a very high proportion of
games that too with the latest technologic advancements. In
participants (52% and 60%, respectively) suffering from a
addition, the criteria and definition employed to diagnose
poor sleep quality which are in concordance with our
IGD varied across different studies which can be the reason
study.[11,12] Abnormal sleep quality was found to be
for difference of prevalence observed between present study
significantly associated with IGD in our study which was
and above-mentioned studies. The geographical and cultural
supported by findings from other global studies.[12,13,25,26]
diverseness could also be the contributing factors in the
Findings in our study was also comparable to other studies
variation of prevalence.
carried out in various regions of India.[10,27]
The gender distribution of male and female students was
In our study, more than one-third of the participants (38.5%)
almost equal in our study (48.2% and 51.8%, respectively)
were found to be overweight/obese, although IGD was not
which was in line to a study conducted by Singh et al. among
found to be significantly associated with BMI. Similarly,
medical undergraduates.[14] Moreover, occurrence IGD was
inconclusive evidence of association of obesity with video
found to be significantly more in male participants when
gaming was found in a scoping review which examined
compared with female participant in our study which was
research papers published between 2013 and 2018.[28]
consistent with study carried out by Wartberg et al., Salam
Contrary to our study fourth Thai National Health
et al., and Taechoyotin et al.[18,20,21] Another study carried
Examination Survey, found increased risk of overweight
out among undergraduate medical and dental students also
with online games.[29] A study conducted among
found male gender to be a risk factor for IGD.[10] In contrast,
adolescents also found a positive correlation between
Przybylski et al. found no association of IGD with
videogame addiction and abdominal obesity.[30] Melchior
gender.[11,22]
et al. in study conducted among young adults also reported
In the current study, one-third of the students (32%) suffered that those who were engaged in video games were more likely
health problems due to playing online games. Sleeping to be overweight.[31]

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Singh, et al.: Internet gaming disorder and associated effects

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