DSM-5 Internet gaming disorder among a sample of Mexican first-year college students

Background and aims: DSM-5 includes Internet gaming disorder (IGD) as a condition for further study. While online and offline gaming may produce undesired negative effects on players, we know little about the nosology of IGD and its prevalence, especially in countries with emerging economies. Method...

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Detalles Bibliográficos
Autores: Borges, Guilherme, Orozco, Ricardo, Benjet, Corina, Martínez Martínez, Kalina I., Vargas Contreras, Eunice, Jiménez Pérez, Ana Lucía, Peláez Cedrés, Alvaro Julio, Hernández Uribe, Praxedis Cristina, Covarrubias Díaz Couder, María Anabell, Gutiérrez-García, Raúl A., Quevedo Chavez, Guillermo E., Albor, Yesica, Mendez, Enrique, Medina-Mora, María Elena, Mortier, Philippe, Rumpf, Hans-Juergen
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2019
País:España
Institución:Universitat Pompeu Fabra
Repositorio:Repositorio Digital de la UPF
OAI Identifier:oai:repositori.upf.edu:10230/46859
Acceso en línea:http://hdl.handle.net/10230/46859
http://dx.doi.org/10.1556/2006.8.2019.62
Access Level:acceso abierto
Palabra clave:DSM-5
Mexico
College students
Epidemiology
Gaming
Descripción
Sumario:Background and aims: DSM-5 includes Internet gaming disorder (IGD) as a condition for further study. While online and offline gaming may produce undesired negative effects on players, we know little about the nosology of IGD and its prevalence, especially in countries with emerging economies. Methods: A self-administered survey has been employed to estimate prevalence of DSM-5 IGD and study the structure and performance of an instrument in Spanish to measure DSM-5 IGD among 7,022 first-year students in 5 Mexican universities that participated in the University Project for Healthy Students (PUERTAS), part of the World Health Organization's World Mental Health International College Student Initiative. Results: The scale for IGD showed unidimensionality with factor loadings between 0.694 and 0.838 and a Cronbach's α = .816. Items derived from gaming and from substance disorders symptoms mixed together. We found a 12-month prevalence of IGD of 5.2% in the total sample; prevalence was different for males (10.2%) and females (1.2%), but similar for ages 18-19 years (5.0%) and age 20+ (5.8%) years. Among gamers, the prevalence was 8.6%. Students with IGD were more likely to report lifetime psychological or medical treatment [OR = 1.8 (1.4-2.4)] and any severe role impairment [OR = 2.4 (1.7-3.3)]. Adding any severe role impairment to the diagnostic criteria decreased the 12-month prevalence of IGD to 0.7%. Discussion and conclusions: Prevalence of DSM-5 IGD and the performance of diagnostic criteria in this Mexican sample were within the bounds of what is reported elsewhere. Importantly, about one in every seven students with IGD showed levels of impairment that would qualify them for treatment under DSM-5.