Abstract

This meta-analytic review aimed to examine the pooled prevalence rates of Internet addiction and gaming disorders in Southeast Asia. Several databases including PubMed, MEDLINE, PsycINFO, Web of Science, Embase, and Cochrane Central were searched and a total of 24 studies were included in this study. The selection of studies was conducted in accordance to the preferred reporting items for systematic reviews and meta-analyses (PRISMA) guidelines. Two meta-analyses were conducted to examine data on Internet addiction and gaming disorders separately. A random-effects model was employed to derive the pooled prevalence rate. Mixed-effects meta-regression and subgroup analyses were performed to examine the moderators of the between-study heterogeneity. Publication bias was tested using the Egger’s regression test and funnel plot. Only seven out of the 11 Southeast Asian countries were represented in the literature. All except for two of the included studies were cross-sectional in nature. The findings revealed a pooled prevalence rate of 20.0% (95% confidence interval: 14.5%–27.0%) and 10.1% (95% confidence interval: 7.3%–13.8%) for Internet addiction and gaming disorders respectively. Mean age and study population were significant moderators of the between-study heterogeneity in the prevalence rates of gaming disorders such that samples involving older participants showed higher prevalence rate than those involving younger individuals. Country of study was found to be significant moderator of the between-heterogeneity for both Internet addiction and gaming disorders, however the findings should be interpreted with caution due to the small and unbalanced sample sizes. There was no significant publication bias. Such epidemiology research should be extended to the Southeast Asian countries that have not been studied or are under-studied. Given that the prevalence rates appear to be higher in Southeast Asia than in other world regions, future research should also explore the factors behind these inter-regional differences. Further longitudinal studies should also be conducted to examine the trajectories of such disorders.

Highlights

  • Over the past few decades, technological breakthroughs have fundamentally shaped the role of the Internet in our lives

  • In order to address this research gap, this current study aimed to examine the pooled prevalence rates of Internet addiction and gaming disorders in Southeast Asia through a meta-analytic review of the available epidemiological studies conducted in the region

  • Despite the lower Internet Penetration Rate (IPR), the pooled prevalence rates of Internet addiction (20.0%) and gaming disorders (10.1%) for the Southeast Asia region found in the current study are substantially higher than what have been found for other world regions

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Summary

Introduction

Over the past few decades, technological breakthroughs have fundamentally shaped the role of the Internet in our lives. Internet addiction as the excessive use of Internet for leisure purposes over six months meeting five or more of the following criteria: preoccupation with the Internet; spending longer time online to achieve gratification; unsuccessful attempts to reduce or quit Internet use; experience of negative moods such as irritability associated with cut-down or quit attempts; using the Internet for longer periods than expected; negatively impacted school, work, or relationships; concealment about the extent of Internet use; and using the Internet to cope with problems or negative moods. The American Psychiatric Association [3] has suggested for the inclusion of Internet Gaming Disorder (IGD) as a condition for further study in the latest edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5).

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