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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.
Introduction
Online video games are increasingly popular leisure activities and have a growing number of end-users across the world (Gough, 2020), and while video games have never been so pervasive as they now are, discourse about their potential health efects is nearly as old as commercial video games (Gwinup et al., 1983). After decades of research, it is increasingly clear that video games have a nuanced and complex impact on players, based on the interaction of player characteristics, game features and gaming context (Gentile, 2011; Johnson et al., 2013).