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Online Gaming and Internet Gaming Disorder in Iran: Patterns, Motivations, and Correlates Publisher



Rafiemanesh H1, 2 ; Farnam R2 ; Sangchooli A2 ; Rahimi J3 ; Hamzehzadeh M2, 4 ; Ghani K2, 4 ; Jobehdar MM2, 4 ; Aminesmaeili M2 ; Shadloo B2 ; Demetrovics Z5 ; Kiraly O5 ; Rahimimovaghar A2
Authors
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Authors Affiliations
  1. 1. Department of Epidemiology and Biostatistics, School of Public Health, Alborz University of Medical Sciences, Karaj, Iran
  2. 2. Iranian National Center for Addiction Studies (INCAS), Tehran University of Medical Sciences, Tehran, Iran
  3. 3. Department of Epidemiology and Biostatistics, School of Public Health, North Khorasan University of Medical Sciences, Bojnurd, Iran
  4. 4. Department of Neuroscience and Addiction Studies, School of Advanced Technologies in Medicine, Tehran University of Medical Sciences, Tehran, Iran
  5. 5. Institute of Psychology, ELTE Eotvos Lorand University, Budapest, Hungary

Source: Current Psychology Published:2023


Abstract

Online gaming may be associated with adverse outcomes in a minority of players. While some suggest that pathological patterns of online gaming are a public health concern in Iran, the evidence on pathological gaming among Iranian online gamers remains scarce. This study aims to investigate the patterns, motivations, and correlates of pathological online gaming in Iran. An online survey in Persian was performed among adult online gamers recruited across Iranian universities and social media. The 10-item Internet Gaming Disorder Test (IGDT-10) was used to screen for Internet Gaming Disorder (IGD). Motivations for gaming were assessed using the Motives for Online Gaming Questionnaire (MOGQ) and correlated psychiatric symptoms were assessed using the Brief Symptom Inventory (BSI). After the estimation of descriptive statistics and bivariate tests, multivariate linear and logistic regressions were used to assess the correlates of the IGDT-10 score and IGD. A total of 791 individuals (75.4% men) responded to the survey. More than 5% played 42 h or more per week. Only 3.7% of respondents met the threshold for IGD. IGD was 9.4 times more common among male than female gamers. The most commonly endorsed criteria were “continuation”, “negative consequences”, and “preoccupation”. Younger age, time spent on gaming, using a PC instead of a smartphone for gaming, “escape” and “fantasy” gaming motivations and psychiatric symptoms were associated with the IGDT-10 score. A small minority of Iranian online gamers may be at risk of pathological gaming and its associated harms, especially younger gamers who play long hours and play with escapist and “fantasy”-related motivations. Further research is needed to elucidate the causes and consequences of gaming-related problems and to evaluate proposed diagnostic criteria and screening instruments. © 2021, The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature.
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