ORIGINAL ARTICLE |
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Year : 2021 | Volume
: 26
| Issue : 1 | Page : 68-73 |
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Gaming pattern, prevalence of problematic gaming, and perceived stress level among the Indian medical graduate
Parveen Kumar1, Vishal Kanaiyalal Patel2, Deepak Sachidanand Tiwari1, Disha Alkeshbhai Vasavada1, Renish Bhupendraderbhai Bhatt1, Nirav Bhupendraderbhai Chanpa1
1 Department of Psychiatry, M. P. Shah Medical College, Jamnagar, Gujarat, India 2 Dr. M. K. Shah Medical College and Research Center, Ahmadabad, Gujarat, India
Correspondence Address:
Parveen Kumar 2nd Floor Trauma Building, Department of Psychiatry, G. G Hospital, Jamnagar - 361 008, Gujarat India
 Source of Support: None, Conflict of Interest: None  | Check |
DOI: 10.4103/jmhhb.jmhhb_116_20
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Background: Problematic gaming use is prevalent among the adolescents and young adults. The awareness of problematic gaming as a behavioral addiction is low in the community. Aims: This study was aimed to find the prevalence of problematic gaming, gaming pattern, and perceived stress level among Indian medical graduates. Methods: A total of 922 undergraduate medical students participated in this cross-sectional study. Demographic details, different gaming variables, “internet gaming disorder scale short form (IGDS9),” and “Perceived stress scale” were filled by participants using the Google form. Results: Out of 595 students, 8.71% reported problematic gaming use. Positive correlation was observed between Internet gaming disorder score and perceived stress score (r = 0.446, P < 0.001). Male participants, younger age group, first year medical students, and participants playing more hours per day were associated with higher score on IGDS (P < 0.001). Positive correlation was observed between the duration of game play (in years) with IGDS score (r = 0.359, P < 0.001). Action games playing participants had higher score on Gaming Disorder Scale followed by simulation games playing participants (P = 0.001). Conclusion: Problematic gaming use is prevalent behavioral addiction among the medical students. Students with problematic gaming reported a high level of stress. Education and interactive workshop of problematic gaming should be conducted as a part of foundation course in the medical education.
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