Objective:To study the problematic use of video games among
secondaryschool students
in the city of Parakou in 2023. Methods: Descriptive cross-sectional study
conducted in the commune of Parakou from December 2022 to July 2023. The study
population consisted of students regularly enrolled in public and private
secondary schools in the city of Parakou for the 2022-2023 academic year. A two-stage non-proportional
stratified sampling technique combined with simple random sampling was adopted.
The Problem Video Game Playing (PVP) scale was used to assess problem
gambling in the study population, while
anxiety and depression were assessed using the Hospital Anxiety and
Depression Scale (HADS). Results: A total of 1030 students were included. The mean age of the pupils surveyed was
15.06±2.68 years, with extremes of 10 and 28 years. The [13-18] age group was the most represented, with a proportion of 59.6% (614) in the general population.
Females predominated, at 52.8% (544), with a sex ratio of 0.89. The prevalence
of problematic video game use was 24.9%,
measured using the Video Game Playing scale. Associated factors were
male gender (p = 0.005), pocket money under 10,000cfa (p = 0.001) and between 20,000-90,000cfa (p = 0.030), addictive family behavior (p < 0.001),
monogamous family (p = 0.023), good relationship with father (p = 0.020),
organization of video game competitions (p = 0.001) and definite anxiety (p
< 0.001).
References
[1]
Leouzon, H., Alexandre, J.-M., Fatséas, M. and Auriacombe, M. (2019) L’addiction aux jeux vidéo dans le DSM-5, controverses et réponses relatives à son diagnostic et sa définition. Annales Médico-Psychologiques, Revue Psychiatrique, 177, 610-623. https://dumas.ccsd.cnrs.fr/dumas-02076989v1/file/Med_spe_2018_Leouzon.pdf https://doi.org/10.1016/j.amp.2019.03.013
[2]
DSM-5 DSM 5 DSM5 Diagnostic and Statistical Manual of Mental Disorders. American Psychiatric Association. http://www.pdfdrive.com/dsm-5-dsm-5-dsm5-diagnostic-and-statistical-manual-of-mental-disorders-d158107118.html
[3]
Rehbein, F., Psych, G., Kleimann, M., Mediasci, G. and Mößle, T. (2010) Prevalence and Risk Factors of Video Game Dependency in Adolescence: Results of a German Nationwide Survey. Cyberpsychology, Behavior, and Social Networking, 13, 269-277. https://doi.org/10.1089/cyber.2009.0227
[4]
Ricquebourg, M., Bernède-Bauduin, C., Mété, D., et al. (2013) Internet et jeux vidéo chez les étudiants de La Réunion en 2010: Usages, mésusages, perceptions et facteurs associés. Revue d’épidémiologie et de Santé Publique, 61, 503-512. https://doi.org/10.1016/j.respe.2013.07.685
[5]
Givron, H., Berrewaerts, J., Houbeau, G. and Desseilles, M. (2018) Utilisation problématique d’Internet et des jeux vidéo chez des étudiants en médecine. Santé Mentale au Québec, 43, 101-121. https://doi.org/10.7202/1048897ar
[6]
Dany, L., Moreau, L., Guillet, C. and Franchina, C. (2016) Pratiques des jeux vidéo, d’internet et des réseaux sociaux chez des collégiens français. Santé Publique, 28, 569-579. https://doi.org/10.3917/spub.165.0569
[7]
Diarra, A.K. (2020) Addiction comportementale chez les étudiants de la Faculté de Médecine et d’Odonto-stomatologie. Ph.D. Thesis, Université des Sciences, des Techniques et des Technologies de Bamako, Bamako. https://library.adhl.africa/handle/123456789/13554
[8]
Tejeiro Salguero, R.A. and Morán, R.M.B. (2002) Measuring Problem Video Game Playing in Adolescents: Problem Video Game Playing in Adolescents. Addiction, 97, 1601-1606. https://doi.org/10.1046/j.1360-0443.2002.00218.x
[9]
Lopez-Fernandez, O., Honrubia-Serrano, M.L., Baguley, T. and Griffiths, M.D. (2014) Pathological Video Game Playing in Spanish and British Adolescents: Towards the Exploration of Internet Gaming Disorder Symptomatology. Computers in Human Behavior, 41, 304-312. https://doi.org/10.1016/j.chb.2014.10.011
[10]
Bioulac, S., Arfi, L., Michel, G. and Bouvard, M.-P. (2010) Intérêt de l’utilisation du questionnaire des problèmes associés aux jeux vidéo de Tejeiro (Problem Videogame Playing: PVP). étude exploratoire chez des enfants présentant un TDA/H. Annales Médico-Psychologiques, Revue Psychiatrique, 168, 632-635. https://doi.org/10.1016/j.amp.2010.07.001
[11]
Hart, G.M., Johnson, B., Stamm, B., et al. (2009) Effects of Video Games on Adolescents and Adults. CyberPsychology & Behavior, 12, 63-65. https://doi.org/10.1089/cpb.2008.0117
[12]
Adiele, I. and Olatokun, W. (2014) Prevalence and Determinants of Internet Addiction among Adolescents. Computers in Human Behavior, 31, 100-110. https://doi.org/10.1016/j.chb.2013.10.028
[13]
(2014) échelle HAD: Hospital Anxiety and Depression Scale. https://www.has-sante.fr/upload/docs/application/pdf/2014-11/outil__echelle_had.pdf
[14]
Esteve, A., Jovani, A., Benito, A., et al. (2022) Dual Diagnosis in Adolescents with Problematic Use of Video Games: Beyond Substances. Brain Sciences, 12, Article 1110. https://doi.org/10.3390/brainsci12081110
[15]
Schmitt, Z.L. and Livingston, M.G. (2015) Video Game Addiction and College Performance among Males: Results from a 1 Year Longitudinal Study. Cyberpsychology, Behavior, and Social Networking, 18, 25-29. https://doi.org/10.1089/cyber.2014.0403
[16]
Miezah, D., Batchelor, J., Megreya, A.M., et al. (2020) Video/Computer Game Addiction among University Students in Ghana: Prevalence, Correlates and Effects of Some Demographic Factors. Psychiatry and Clinical Psychopharmacology, 30, 17-23.
[17]
Müller, K.W., Janikian, M., Dreier, M., et al. (2015) Regular Gaming Behavior and Internet Gaming Disorder in European Adolescents: Results from a Cross-National Representative Survey of Prevalence, Predictors, and Psychopathological Correlates. European Child & Adolescent Psychiatry, 24, 565-574. https://doi.org/10.1007/s00787-014-0611-2
[18]
Batthyány, D., Müller, K.W., Benker, F. and Wölfling, K. (2009) Computer Game Playing: Clinical Characteristics of Dependence and Abuse among Adolescents. Wiener Klinische Wochenschrift, 121, 502-509. https://doi.org/10.1007/s00508-009-1198-3
[19]
Rahman, A.S., Pilver, C.E., Desai, R.A., et al. (2012) The Relationship between Age of Gambling Onset and Adolescent Problematic Gambling Severity. Journal of Psychiatric Research, 46, 675-683. https://doi.org/10.1016/j.jpsychires.2012.02.007
[20]
Mentzoni, R., Brunborg, G., Molde, H., et al. (2011) Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health. Cyberpsychology, Behavior, and Social Networking, 14, 591-596. https://doi.org/10.1089/cyber.2010.0260
[21]
Loton, D., Borkoles, E., Lubman, D., et al. (2016) Video Game Addiction, Engagement and Symptoms of Stress, Depression and Anxiety: The Mediating Role of Coping. International Journal of Mental Health and Addiction, 14, 565-578. https://doi.org/10.1007/s11469-015-9578-6