From classrooms to controllers: how school closures shaped children's video gaming habits.

Soc Psychiatry Psychiatr Epidemiol

Community Medicine Department, Primary Health Care Corporation (PHCC), Doha, Qatar.

Published: December 2024

AI Article Synopsis

  • - The study investigated how COVID-19 school closures affected screen time and video gaming habits in Qatari governmental school students, revealing a significant increase in both areas during this period.
  • - Data was collected through telephone interviews with parents of 428 students aged 8-15, showing that screen time jumped from an average of 19.7 to 31.9 hours per week, while gaming time rose from 8.6 to 13.0 hours per week.
  • - The prevalence of Internet Gaming Disorder (IGD) among the students was found to be 8.6%, with higher risks noted among male students and expatriates, emphasizing the need for interventions to promote healthier digital practices.

Article Abstract

Objectives: This study aimed to assess the impact of COVID-19-related school closures on screen time and video gaming habits among governmental school students in Qatar and explore the prevalence of Internet Gaming Disorder (IGD) within this context.

Methods: A cross-sectional approach was employed, spanning two months from June to August 2022. A random sample of students aged 8-15 years was drawn from the national electronic health record system of Qatar. Telephone interviews with parents were conducted to collect data. The Parental Internet Gaming Disorder Scale (PIGDS) was used for IGD assessment.

Results: Of 428 parents, 257 (60%) confirmed their child's engagement in video gaming during school closures. Participants averaged 11 years in age with 92 (35.8%) females and 165 (64.2%) males. Nationality included 62.6% expatriates and 37.4% Qatari locals. Average weekly screen time increased significantly from 19.7 ± 10.1 h to 31.9 ± 12.6 h during closure (p < 0.001). Video gaming time rose from 8.6 ± 8.6 h to 13.0 ± 12.4 h per week (p < 0.001). The prevalence of IGD was 8.6% (95% CI 5.4-12.7). Male students, expatriates, and those reporting increased video gaming time were more likely to develop IGD than their female and local counterparts.

Conclusion: The observed associations between video gaming increase and IGD highlight the need for focused interventions to address potential risks and promote healthier digital habits among this population.

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Source
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC11522056PMC
http://dx.doi.org/10.1007/s00127-024-02635-zDOI Listing

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