32. ONLINE GAME ADDICTION AND RELATED FACTORS AMONG HIGH SCHOOL STUDENTS IN CAN GIO DISTRICT, HO CHI MINH CITY

Pham Thi Yen Nhi1, Pham Phuong Thao1, Nguyen Vo Phuong Trang1, Tran Quang Trong2
1 University of Medicine and Pharmacy at Ho Chi Minh City
2 Le Van Thinh Hospital

Main Article Content

Abstract

Objectives: To determine the prevalence of online game addiction and its related factors among high school students in Can Gio District, Ho Chi Minh City, in 2024.


Methods: A analytical cross-sectional study was conducted on 685 students from Binh Khanh High School and An Nghia High School in Can Gio District, Ho Chi Minh City. Students who agreed to participate were surveyed using a self-administered questionnaire about their personal, family, and school characteristics. Online game addiction was assessed using the Vietnamese version of the Internet Gaming Disorder scale (VN-IGD-17).


Results: The prevalence of online game addiction among students was 13.7%. Male students were at higher risk than their female counterparts. Besides, students experiencing academic pressure were 16 times more likely to be addicted to online games than those without such pressure. Students playing MMOFPS and MOBA game genres had addiction risks 31 times and 26 times higher, respectively, compared to those playing MMORPG. Spending more than 30 hours per week on online games increased the addiction risk by 27 times compared to those spending less than 30 hours per week.


Conclusion: The prevalence of online game addiction among students was 13.7%. Factors related are gender, conduct grades, academic pressure, game genres, and weekly gaming time.

Article Details

References

[1] World Health Organization. Sharpening the focus on gaming disorder. Bull World Health Organ [Internet]. 2019 Jun 1 [cited 2024 Jan 6];97(6):382–3. Available from: Https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6560378/
[2] Kimberly Young. Understanding Online Gaming Addiction and Treatment Issues for Adolescents. The American Journal of Family Therapy. 2009;355–72.
[3] Xue Yang. Relationships between psychological flexibility and internet gaming disorder among adolescents: Mediation effects of depression and maladaptive cognitions. 2023; Available from: Https://www.ncbi.nlm.nih.gov/pmc/articles/MC9897526/
[4] Nông Bích Hiệp. Nghiện trò chơi trực tuyến của trẻ vị thành niên tại Hà Nội năm 2019; 2020.
[5] Sanders JL, Williams RJ. Reliability and Validity of the Behavioral Addiction Measure for Video Gaming. Cyberpsychology Behav Soc Netw. 2016 Jan;19(1):43–8.
[6] Pontes HM. The conceptualisation and measurement of DSM-5 Internet Gaming Disorder: The development of the IGD-20 Test. PloS One. 2014;9(10):e110137.
[7] Ngô Bửu Xuân Uyên. Nghiện trò chơi trực tuyến và mối liên quan đến sức khỏe tâm thần ở học sinh THPT tại thành phố Cần Thơ năm 2021 [Internet] [Thạc sĩ Y tế Công cộng]. Khoa y tế công cộng.
[TP.HCM]: Đại học Y Dược TP.HCM; 2024. Available from: Http://www.fphhcm.edu.vn/library/viewref.phpTYPE=TS&STT=20230197
[8] Phạm Ân Trúc. Tỷ lệ rối loạn trò chơi điện tử và mối liên quan với tình trạng trầm cảm ở học sinh trường THPT Trần Phú, Tuy An, Phú Yên năm 2017.
[9] Hyunho Han, Hyunsuk Jeong, Sun-Jin Jo. Relationship between the experience of online game genre and high risk of Internet gaming disorder in Korean adolescents. 2020; Available from: Https://pubmed.ncbi.nlm.nih.gov/32272007/