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Prevalence of Internet Gaming Addiction in Adolescent

Prevalence of Internet Gaming Addiction in Adolescent

Status
UNKNOWN
Phases
Unknown
Study type
Observational
Source
ClinicalTrials.gov
Registry ID
NCT04960254
Enrollment
140
Registered
2021-07-13
Start date
2021-12-06
Completion date
2022-10-01
Last updated
2021-12-10

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Addictive Behavior, Adolescent Behavior

Brief summary

Excessive problematic use of the internet has been a topic of discussion in the academic literature for many years and has gained more attention recently. The majority of those at risk are in early adulthood. Pathological internet use (PIU) is also termed internet addiction disorder (IAD), with both terms used to link internet use with addiction terminology. Consistent with other psychiatric conditions such as depression symptoms, PIU prevalence rates among adolescents vary widely from as low as 0.3% to 38%. Likewise, PIU prevalence among college students (young adults) showed a wide variation ranging from 3% to 34%, worldwide. Nowadays, internet gaming addiction became a problematic issue in adolescent. This is a case -control study, aimed to evaluate the prevalence and risk factors of internet gaming addiction among adolescents and its relationship with emotion regulation and comorbid psychiatric disorders.

Interventions

BEHAVIORALinternet gaming addiction

The Strengths and Difficulties Questionnaire (SDQ) parent : to asses behavioural change Socioeconomic Scale:It contains four main variables:1-The educational level of the father and mother.2-The occupation of the father and mother. 3-Total family income. 4-life style of the family. Emotional Avoidance Strategy Inventory for Adolescents (EASI):The EASIA is a 17-item (Kennedy & Ehrenreich-May 2017) measure assessing the use of emotionally avoidant strategies in adolescents. The internet gaming addiction scale : t is used to evaluate internet gaming addiction.

Sponsors

Assiut University
Lead SponsorOTHER

Study design

Observational model
ECOLOGIC_OR_COMMUNITY
Time perspective
CROSS_SECTIONAL

Eligibility

Sex/Gender
ALL
Age
10 Years to 18 Years
Healthy volunteers
Yes

Inclusion criteria

1. Both males and females were included. 2. Age ranges from 10- 18 years. 3. Willing of the parents or the caregivers to participate in the study.

Exclusion criteria

* Children with intelligence quotient below 70. * Children with history of substance use or psychiatric disorders. * Children with medical or other neurological conditions.

Design outcomes

Primary

MeasureTime frameDescription
measure prevalence of internet gaming addiction in adolescentthrough study completion, an average of 1 yearby using internet gaming addiction scale that a cut-off of 32 was adequate to distinguish between disordered and non-disordered gamers
measure possible risk factor of internet gaming addiction in adolescentthrough study completion, an average of 1 yearby using the Strengths and Difficulties Questionnaire (SDQ) that higher score will be more disturbed

Countries

Egypt

Contacts

Primary Contactgellan Ahmed
gillankaram@aun.edu.eg+201093663928

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026