Internet gaming disorder and violent video gameplay among higher secondary school-going adolescents in Karachi, Pakistan—A cross-sectional study
Rabab Fatima Turabi, Shafquat Rozi, Sobiya Sawani, Momin Kazi, Nargis Asad

TL;DR
This study explores Internet Gaming Disorder (IGD) among Pakistani adolescents and finds it is linked to gaming duration, early gaming onset, and family structure, but not violent game content.
Contribution
The study provides novel insights into IGD prevalence and risk factors specific to Pakistani adolescents.
Findings
IGD prevalence among adolescents was 17.50%.
IGD was associated with gaming for 3–4 hours on weekdays and early gaming onset.
IGD was more common in adolescents from nuclear families.
Abstract
Problematic video game use is giving rise to psychiatric illnesses amongst adolescents including Internet Gaming Disorder (IGD). Violent content of video games can influence IGD development in vulnerable youth, yet its knowledge among Pakistani adolescents is limited, necessitating its assessment. This study estimated IGD prevalence among higher secondary school-going adolescents and assessed its association with violent video game content. A cross-sectional study was conducted on 286 school-going adolescents. Violent video game content was assessed using game ratings by the International Age Rating Coalition, while IGD, anxiety and depression were evaluated using Internet Gaming Disorder Scale–Short-Form (IGDS9-SF), Generalized Anxiety Disorder-7 (GAD-7) and Patient Health Questionnaire-9 (PHQ-9), respectively. Multiple Cox proportional algorithm was used to report adjusted prevalence…
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Taxonomy
TopicsImpact of Technology on Adolescents · Child Development and Digital Technology · Digital Games and Media
