• Users Online: 490
  • Home
  • Print this page
  • Email this page
Home About us Editorial board Ahead of print Current issue Search Archives Submit article Instructions Subscribe Contacts Login 
BRIEF COMMUNICATION
Year : 2019  |  Volume : 35  |  Issue : 2  |  Page : 135-136

Internet gaming disorder and psychiatric symptoms in Bengaluru, India: Treatment implication for promotion of user mental health


1 Department of Clinical Psychology, National Institute of Mental Health and Neurosciences, Bengaluru, Karnataka, India
2 Department of Clinical Psychology, (SHUT Clinic)-Service for Healthy Use of Technology, National Institute of Mental Health and Neurosciences, Bengaluru, Karnataka, India
3 Department of Biostatistics, National Institute of Mental Health and Neurosciences, Bengaluru, Karnataka, India

Correspondence Address:
Dr. Manoj Kumar Sharma
Department of Clinical Psychology, (SHUT Clinic)-Service for Healthy Use of Technology, National Institute of Mental Health and Neurosciences, Bengaluru, Karnataka
India
Login to access the Email id

Source of Support: None, Conflict of Interest: None


DOI: 10.4103/ijsp.ijsp_42_18

Rights and Permissions

Background: Psychological distress has been seen among internet users with gaming. There is a need to evaluate the effect of internet gaming on psychological well-being. The present study assessed the depression, anxiety, and stress among users with internet gaming disorder (IGD). Methodology: Sixty users (58 males and 2 females) in the age group of 16–18 years were screened using IGD test for cases with disordered gaming. They were administered background data sheet as well as depression anxiety stress scale. Majority of them were playing multiplayer online battle arena game and first person shooter game. Results: The pattern of use was from 10 to 14 h a day. About 6.8% individuals had lifetime psychiatric history. There was significant positive relationship between the internet gaming and depression (0.412 at 0.05 level), anxiety (0.408 at 0.001 level), and stress (0.308 at 0.05 level) scale. Conclusion: It also implies the need to evolve intensive intervention program to manage internet gaming as well as other psychosocial dysfunctions.


[FULL TEXT] [PDF]*
Print this article     Email this article
 Next article
 Previous article
 Table of Contents

 Similar in PUBMED
   Search Pubmed for
   Search in Google Scholar for
 Related articles
 Citation Manager
 Access Statistics
 Reader Comments
 Email Alert *
 Add to My List *
 * Requires registration (Free)
 

 Article Access Statistics
    Viewed32    
    Printed4    
    Emailed0    
    PDF Downloaded11    
    Comments [Add]    

Recommend this journal