Burden of gaming disorder among adolescents: A systemic review and meta-analysis.

Prakasini Satapathy, Mahalaqua Nazli Khatib, Ashok Kumar Balaraman, Roopashree R, Mandeep Kaur, Manish Srivastava, Amit Barwal, G V Siva Prasad, Pranchal Rajput, Rukshar Syed, Gajendra Sharma, Sunil Kumar, Mahendra Pratap Singh, Ganesh Bushi, Nagavalli Chilakam, Sakshi Pandey, Manvinder Brar, Rachana Mehta, Sanjit Sah, AbhayM Gaidhane, Hashem Abu Serhan, Shailesh Kumar Samal
Author Information
  1. Prakasini Satapathy: University Center for Research and Development, Chandigarh University, Mohali, Punjab, India.
  2. Mahalaqua Nazli Khatib: Division of Evidence Synthesis, Global Consortium of Public Health and Research, Datta Meghe Istitute of Higher Education, Wardha, India.
  3. Ashok Kumar Balaraman: Research and Enterprise, University of Cyberjaya, Persiaran Bestari, Cyber 11, 63000, Cyberjaya, Selangor, Malaysia.
  4. Roopashree R: Department of Chemistry and Biochemistry, School of Sciences, JAIN (Deemed to Be University), Bangalore, Karnataka, India.
  5. Mandeep Kaur: Department of Allied Healthcare and Sciences, Vivekananda Global University, Jaipur, Rajasthan, 303012, India.
  6. Manish Srivastava: Department of Endocrinology, NIMS University, Jaipur, India.
  7. Amit Barwal: Chandigarh Pharmacy College, Chandigarh Group of College, Jhanjeri, Mohali, 140307, Punjab, India.
  8. G V Siva Prasad: Department of Chemistry, Raghu Engineering College, Visakhapatnam, Andhra Pradesh, 531162, India.
  9. Pranchal Rajput: School of Applied and Life Sciences, Division of Research and Innovation, Uttaranchal University, Dehradun, India.
  10. Rukshar Syed: IES Institute of Pharmacy, IES University, Bhopal, Madhya Pradesh, 462044, India.
  11. Gajendra Sharma: New Delhi Institute of Management, Delhi, India.
  12. Sunil Kumar: Department of Microbiology, Graphic Era (Deemed to Be University) Clement Town Dehradun-248002, India.
  13. Mahendra Pratap Singh: Center for Global Health Research, Saveetha Medical College and Hospital, Saveetha Institute of Medical and Technical Sciences, Saveetha University, Chennai, India.
  14. Ganesh Bushi: School of Pharmaceutical Sciences, Lovely Professional University, Phagwara, India.
  15. Nagavalli Chilakam: Noida Institute of Engineering and Technology (Pharmacy Institute), Greater Noida, India.
  16. Sakshi Pandey: Centre of Research Impact and Outcome, Chitkara University, Rajpura, 140417, Punjab, India.
  17. Manvinder Brar: Chitkara Centre for Research and Development, Chitkara University, Himachal Pradesh, 174103, India.
  18. Rachana Mehta: Clinical Microbiology, RDC, Manav Rachna International Institute of Research and Studies, Faridabad, Haryana, 121004, India.
  19. Sanjit Sah: Department of Paediatrics, Dr. D. Y. Patil Medical College, Hospital and Research Centre, Dr. D. Y. Patil Vidyapeeth, Pune, 411018, Maharashtra, India.
  20. AbhayM Gaidhane: Jawaharlal Nehru Medical College, and Global Health Academy, School of Epidemiology and Public Health. Datta Meghe Institute of Higher Education, Wardha, India.
  21. Hashem Abu Serhan: Department of Ophthalmology, Hamad Medical Corporation, Doha, Qatar.
  22. Shailesh Kumar Samal: Unit of Immunology and Chronic Disease, Institute of Environmental Medicine, Karolinska Institutet, 17177, Stockholm, Sweden.

Abstract

Objectives: Integrating digital technology into daily life has made video games a primary form of entertainment for adolescents worldwide. Despite their benefits, excessive gaming has emerged as a significant public health issue, recognized as a gaming disorder by the World Health Organization in the ICD-11. This study aims to assess the prevalence of gaming disorders among adolescents through a systematic review and meta-analysis.
Study design: Systematic review and meta-analysis.
Methods: A search was conducted across multiple databases until February 15, 2024. Observational studies that assessed the prevalence of gaming disorder were included. Nested Knowledge software was used for screening and data extraction. The quality assessment was performed using the Joanna Briggs Institute tool. Meta-analysis using a random effect model was used to synthesize prevalence rates. Statistical analyses were performed in R software version 4.3.
Results: The meta-analysis included 84 studies covering a diverse geographical scope totaling 641,763 individuals. The pooled prevalence of gaming disorder was 8.6 % (95 % CI: 6.9 %-10.8 %), (I = 100 %). Subgroup analysis revealed varying prevalence rates by country, with China reporting the highest rate at 11.7 % (95 % CI: 8.6 %-15.7 %). Meta-regression analysis highlighted an increasing trend in the prevalence of gaming disorder over the years, underscoring the growing impact of digital technologies.
Conclusion: A significant prevalence of gaming disorder among adolescents is observed. With an increasing trend, fostering healthy gaming habits, enhancing awareness, and implementing effective intervention programs are crucial. This emphasizes the importance of global efforts in combating the growing challenge of gaming disorder among adolescents.

Keywords

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