Abstract

Abstract Background The aim of this study is to determine the prevalence of gaming disorder and associated factors among pre-clinical students in a medical school. Methods This cross-sectional study was carried out in 2019 at Ege University Faculty of Medicine. The research population consisted of 1162 pre-clinical medical students. Gaming disorder which is dependent variable was evaluated with “Game Addiction Scale”. Gamers who played games in the last 6 months were categorized in four groups as addicted, problem, engaged and normal. Independent variables are; socioeconomic characteristics, mental health status, habits, use of technology and gamer preferences. Multinominal regression analysis was used with the reference category as 'normal'. Results The response rate was 88.6% (n = 1030). 72.9% of all participants were gamers. 69.1% of gamers were men and the average age was 20.4±1.19. The prevalence of engaged, problem and addicted gamers in all participants was 8.3%, 12.6% and 2.6%; in the gamers, it was 11.3%, 17.3% and 3.6% respectively. The multivariate analysis showed that male sex was associated with being engaged (OR = 2.63, 95%CI [1.38, 5.01]), being problem (OR = 2.42, 95%CI [1.25, 4.69]), being addicted (OR = 5.95, 95% CI [1.30, 27.30]). Attention deficit and hyperactivity disorder (ADHD) was associated with being engaged (OR = 2.37, 95%CI [1.31, 4.27]), being problem (OR = 2.62, 95%CI [1.44, 4.79]), being addicted (OR = 4.42, 95%CI [1.85, 10.60]). Preferring online multiplayer games was associated with being engaged (OR = 2.03, 95%CI [1.12, 3.70]), being problem (OR = 2.18, 95%CI [1.18, 4.02]), being addicted (OR = 5.35, 95% CI [1.21, 23.66]). Conclusions One in every four students has a gaming disorder risk. Gamers who are male, have ADHD and prefer online multiplayer games have increased risk. There is a need for prospective studies that will evaluate the gaming disorder and its social determinants among medical students. Students should be directed to recreational activities. Key messages One in every four medical students has a gaming disorder risk. Gamers who are male, have attention deficit and hyperactivity disorder and prefer online multiplayer games have increased risk. There is a need for prospective studies that will evaluate the gaming disorder and its social determinants among medical students. Students should be directed to recreational activities.

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