scholarly journals Prevalence of addiction to online video games: gaming disorder among medical students

Author(s):  
Pradeep Yarasani ◽  
Roshakhi Sultana Shaik ◽  
Achyuth Rama Raju Myla

Background: Video gaming has become a most popular leisure activity in many parts of the world, which appears to develop problems as a result of excessive gaming, most commonly among students. The behaviour pattern is of sufficient severity to result in significant impairment in personal, family, social, educational, occupational or other important areas of functioning. In this context present study was done to know the prevalence of addiction to online video games among medical students.Methods: A cross sectional study was conducted from March 2017 to July 2018 in Katuri Medical College, Guntur among 575 undergraduate medical students including interns. The data was collected using Young’s online gaming addiction scale questionnaire and was analyzed using SPSS 21 version and Epiinfo 7.Results: In our study, the mean age of students was 22±4 and the average duration of gaming was 3 hours, while students who were addicted to gaming had playtime for 7 hours. Majority of the students used Mobile phones (73.9%), followed by computers (12.2%) for playing games. There was statistical significance between male and female students regarding usage and Problems faced due to video games (p<0.0001, S*).Conclusions: Gaming disorders are on a rise, which had lead students to psychosocial disturbances, anxiety, depression, mood disorders, sleep disturbances, head ache, lack of social activities, and impairment in education. So, it is time to regulate the usage of Electronic devices, Internet and video games.

Author(s):  
Varun M. Malhotra ◽  
Pratyush R. Kabra ◽  
Ritika Malhotra

Background: Present medicos belong to a generation called ‘Millennials’ or ‘Net Generation’. They spend less time reading, and are more comfortable in image-rich environments provided by New Media.  The objective of the study is to identify knowledge, attitudes and practices of medical students regarding video-games, with the aim of prompting community medicine teachers to consider serious games as a teaching-learning tool.Methods: The study was conducted among undergraduate medical students who self-administered a structured questionnaire eliciting their practices and attitudes regarding video-games, perceptions regarding impact of video-gaming on their academic performances and acceptability of serious games as a learning tool in community medicine.Results: A total of 255 medical students participated in the study, out of which 242 (94.9%) were current video-gamers. The students started playing video-games at a mean age of 11.72+3.63 years. Mobile phones were the commonest platform for video-gaming. The median duration of video-gaming was 150 minutes/week, with semi-inter-quartile range of 255 minutes.  57.4% of students reported that video-games helped them relax, while 26% felt that video-gaming increased their skills.  The study revealed that 43.6% students were aware of serious games and 22.7% had used them as a learning tool in last three months. Moreover, about 95% of medicos welcomed learning of community medicine through serious games.Conclusions: The study reveals that contemporary medical students are spending considerable time playing video-games. It also shows that the learner is willing to learn community medicine through serious games. The study prompts community medicine educationists to consider serious games as a teaching-learning tool.


QJM ◽  
2021 ◽  
Vol 114 (Supplement_1) ◽  
Author(s):  
Marwa Abd El-Meguid Hammed ◽  
Hanan Hany Elrassas ◽  
Amenah Soliman

Abstract Background To assess psychiatric comorbidities with video games addiction among medical students of faculty of medicine, Ain Shams university. Methods This is a descriptive cross-sectional study. which examined the relationship between videogaming addiction scale subcategories and psychiatric co-morbidities in the studied subjects. The studied subjects were assessed by Fahmy & Sherbini sociodemographic scale, lemmens scale and ICD-10. Results The results showed that the subjects who were having mania were 2 subjects (6.7%), 4 subjects suffering from depression (13.3%), 5 subjects suffering from cyclothymia (16.7%), 19 subjects were free from psychiatric co-morbidities (63.3%) Conclusions video gaming addicts have psychiatric comorbidities that warrants awareness of clinicians and families.


Author(s):  
Ahmed S. Negm ◽  
Ahmed Elhatw ◽  
Mohamed Badawy ◽  
Meredith L. Gioe ◽  
Sana Khan ◽  
...  

Abstract Background There is a worldwide deficit in teaching and training in the field of radiology for undergraduate medical students. This educational gap is prominent in many medical schools as most radiology curricula are a part of other specialty trainings, usually provided by non-radiologists. After COVID-19 pandemic, there was an increased trend in online education. However, questions have been raised about the efficacy and acceptance of online education. We developed a course on the principles of radiology and medical imaging basics to target Egyptian medical students. We then assessed the impact of these educational videos through several online surveys. Our "The Principles of Radiology Online Course" was delivered to students at various Egyptian medical schools; it was a prerecorded series composed of nine sessions, and each session followed the sequence of a pre-test, video, and post-test. There was a final survey to assess the overall feedback. Finally, we analyzed the results to give insight onto how teaching radiology through online lectures can help build better physicians. Results Among various medical schools around Egypt, 1396 Egyptian medical students joined this cohort. Cohort population percentage was 56% female and 44% male. Ninety-eight percent of the students agreed that this program increased their understanding of radiology. Eighty-four percent of the students found the platform friendly and easy to use. Seventy-nine percent found these webinars were more convenient compared to in-person education. Statistical significance (p-value < 0.05) was achieved in all sessions after comparing students’ pre and post-test scores, and in students’ confidence and knowledge level before and after the course. Conclusions Radiology is an underrepresented subject for a lot of medical students. Online radiology webinars have proven to be a promising method of teaching medical students key medical imaging concepts. An online course of radiology basics and principles can help improve a medical student’s knowledge and enhance overall future patient care.


Author(s):  
Mudang Pampi ◽  
Md. Asghar

Online video games have become more popular among the youth and young adults in the past decade. These games are exceedingly addictive. The youths and young adults engage many hours of their day playing these games. This article is an attempt to understand the players’ perceptions and reasons for spending hours playing it. This article also explores the factors responsible for the growth of video games as a trending popular culture. The current study examines the impact of excessive gameplay on a gamers’ life as a whole. This study found out that graphics, gameplay, and story line of a gameplay play a vital role in the popularity of a particular game. It is the extra-realistic gaming experience that online games offer, which makes it so addictive. It is also revealed that players felt socially stigmatized for being a gamer since playing video games is not a socially accepted form of a hobby in Arunachal Pradesh unlike in some parts of the world. Basically, this article focuses on the insights of players about their experience as an insider in this gaming culture.


2021 ◽  
Vol 8 (20) ◽  
pp. 1575-1579
Author(s):  
Shantanu Bhattacharjee ◽  
Ipshita Aparajita Nanda

BACKGROUND Computer has become an indispensable tool in the modern system of education and training. Health hazard viz. computer vision syndrome (CVS) associated with overuse of computer has been widely studied by different authors. Few studies have underscored the high prevalence of this condition among medical students. Present study has been conducted to find the prevalence of CVS, associated risk factors and to understand the level of awareness about the condition among undergraduate medical students during a period of exclusive online computerbased lecture classes. METHODS A descriptive cross-sectional study was conducted with 310 respondents among undergraduate medical students at IQ City Medical College, Durgapur, West Bengal from June 2020 to September 2020. The students were surveyed with pretested and structured questionnaire for various CVS related symptoms and ergonomic principles adopted by them. Data was collected and analysed. Chisquare test was performed to assess the statistical significance. RESULTS Prevalence of CVS in the study was found to be 58.38 %. Majority of students affected were females (69.5 %). Those using the computer for 2 – 4 hours a day were affected the most (66.5 %). The ergonomic factors that were found to have strong association with CVS were viz. prolonged and continuous use of digital screen, viewing distance, level of the digital screen with respect to eyes and chair support to lower back. The most disturbing symptom following continuous computer use was found to be headache (18.38 %), followed by eye strain (13.87 %). CONCLUSIONS The present study was conducted at a period when computer dependency among the students was high. Though some of the earlier studies have reported much higher prevalence of CVS among students, the present study has revealed a prevalence of 58.38 %. This was possibly due to high level of awareness (78.06 %) among medical students as revealed by the study. The study has also showed statistical significance between various ergonomic factors and development of CVS. KEYWORDS Computer Vision Syndrome, Ergonomics, Undergraduate Medical Students, Awareness


2019 ◽  
Author(s):  
David Zendle

A variety of practices have recently emerged which are related to both video games and gambling. Most prominent of these are loot boxes. However, a broad range of other activities have recently emerged which are also related to both gambling and video games: esports betting, real-money video gaming, token wagering, social casino play, and watching videos of both loot box opening and gambling on game streaming services like Twitch.Whilst a nascent body of research has established the robust existence of a relationship between loot box spending and both problem gambling and disordered gaming, little research exists which examines whether similar links may exist for the diverse practices outlined above. Furthermore, no research has thus far attempted to estimate the prevalence of these activities.A large-scale survey of a representative sample of UK adults (n=1081) was therefore conducted in order to investigate these issues. Engagement in all measured forms of gambling-like video game practices were significantly associated with both problem gambling and disordered gaming. An aggregate measure of engagement was associated with both these outcomes to a clinically significant degree (r=0.23 and r=0.43). Engagement in gambling-like video game practices appeared widespread, with a 95% confidence interval estimating that 16.3% – 20.9% of the population engaged in these activities at least once in the last year. Engagement in these practices was highly inter-correlated: Individuals who engaged in one practice were likely to engage in several more.Overall, these results suggest that the potential effects of the blurring of lines between video games and gambling should not primarily be understood to be due to the presence of loot boxes in video games. They suggest the existence of a convergent ecosystem of gambling-like video game practices, whose causal relationships with problem gambling and disordered gaming are currently unclear but must urgently be investigated.


2020 ◽  
Vol 70 (suppl 1) ◽  
pp. bjgp20X711293
Author(s):  
Sarah Garnett ◽  
Hajira Dambha-Miller ◽  
Beth Stuart

BackgroundEmpathy is a key health care concept and refers to care that incorporates understanding of patient perspective’s, shared decision making, and consideration of the broader context in which illness is experience. Evidence suggests experiences of doctor empathy correlate with improved health outcomes and patient satisfaction. It has also been linked to job satisfaction, and mental wellbeing for doctors. To date, there is a paucity of evidence on empathy levels among medical students. This is critical to understand given that it is a key point at which perceptions and practices of empathy in the longer term might be formed.AimTo quantify the level of empathy among UK undergraduate medical studentsMethodAn anonymised cross-sectional online survey was distributed to medical students across three universities. The previously validated Davis’s Interpersonal Reactivity Index was used to quantify empathy. The survey also collected information on age, sex, ethnicity, year of medical school training and included a free-text box for ‘any other comments’.ResultsData analysis is currently underway with high response rates. Mean empathy scores by age, sex, year of study and ethnic group are presented. A correlation analysis will examine associations between age and year of study, and mean empathy sores.ConclusionThese data will help to provide a better understanding of empathy levels to inform the provision of future empathy training and medical school curriculum design. Given previous evidence linking experiences of empathy to better health outcomes, the findings may also be significant to future patient care


Background: Information technology (IT) is a new way of teaching and learning. One of the promising media of information technology is e-Learning, which is used to enhance knowledge and skills among users. A student gains better and deep knowledge through a useful tool. This survey aimed to determine practices among medical students for e-Learning. Methods: This cross-sectional survey was conducted on 184 students amongst the 500 students currently enrolled in medical college. Data was collected using questionnaires and were analyzed through SPSS version 22. Chi-square was used for qualitative values. Results: Majority 90.80% (n=167) students were aware of e-Learning and were statistically high in first year students (p-value: 0.018). The student did not show statistically significant results for content learned through e-Learning with a p-value of 0.063. Different resources were used for e-Learning in which videos had the highest percentage (87.60%) and audios were used as the least resource for e-Learning (29.20%). Daily, 56% of the students use e-Learning for 1 hour or less and only 3% of the students used it for more than 4 hours. Conclusion: Majority of undergraduate medical students were aware of the use of e-Learning and most of them preferred e-Learning for their course work and studies showing a significant increase in understanding and use, compared to studies conducted earlier. Participants found e-Learning useful and effective tool in increasing knowledge and understanding of their subject. Keywords: e-Learning; Practices; Students.


Author(s):  
Nazish Jaffar

Background: Regular voluntary unpaid blood donation assures safe blood supply in association with minimum infection transmission. The purpose of this study was to identify the frequency of regular voluntary blood donation and to evaluate the causes of donating blood as well as factors impeding blood donations among the medical and nonmedical students of Karachi. Methods: A comparative cross sectional study was conducted among medical and nonmedical students of JSMU and NED University respectively from May to October 2018. Sample size was 272 including 137 medical and 135 non-medical students. Data was analyzed using SPSS version 22.0. Chi-square test of independence/ Fischer’s exact test were applied to assess statistical significance. Result: In medical group 5/21(23.8%) voluntary regular donors were recorded. In non-medical group, voluntary regular donors were found to be 8/30 (26.6%) (p>0.00). Medical students most commonly 15/21 (71.4%) donated blood voluntarily in a camp while non-medical participants frequently donated blood as replacement donors 13/30 (43.3%) (p>0.00). Major hindering factor for blood donation in both study groups was non-participation in blood donation derives i.e. 66/116 (56.8%) in medical and 53/105 (50.4%) in non-medical groups respectively. Anemia, 20/116 (17.2%) in medical and 15/105 (14.2%) in nonmedical students was the second major cause of not donating blood. Conclusion: The frequency of regular voluntary blood donations is very low among undergraduates. However, comparatively, the trend is slightly higher among non-medical group. The major hindrance in not donating blood was non-participation in blood donating derives.


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