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The Nigerian Picture of Gaming Disorder in Adolescents

Received: 1 May 2021    Accepted: 17 May 2021    Published: 5 November 2021
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Abstract

Gaming has evolved to be an integral part of human activities. For most individuals, an innovation that seeks originally to achieve an easier way of doing things has increasingly become a necessity for living. Different terms have been used in literature to describe abnormal use of internet stimulating activities: internet gaming, smartphone addiction, pathological internet use, etc. The worldwide prevalence of Gaming Disorder is 0.7-27.5% with the highest prevalence recorded in Asia. There is a higher male prevalence for GD and a particular study showed differences in neuroimaging of male and female subjects. Despite the increase of studies on GD and technology-related disorders around the world, this topic remains understudied in Africa. While no exact data currently exists for the prevalence of GD among adolescents in Nigeria, studies have shown that sociocultural differences may not be associated with GD which means that identified statistics, risk factors and clinical features from non-localized studies could apply. As more details of GD continue to surface, researchers, clinicians and policymakers need to focus on this emerging condition, especially in a country like Nigeria, with the aims of obtaining relevant data, developing relevant clinical tools and designing public health policies to manage the disorder with regards to the local population’s needs.

Published in International Journal of Psychological and Brain Sciences (Volume 6, Issue 6)
DOI 10.11648/j.ijpbs.20210606.12
Page(s) 82-85
Creative Commons

This is an Open Access article, distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution and reproduction in any medium or format, provided the original work is properly cited.

Copyright

Copyright © The Author(s), 2024. Published by Science Publishing Group

Keywords

Gaming Disorder, Adolescents, Nigeria

References
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[2] John B. Saunders. Journal of Behavioural Addiction. J. Behav Addict. 2017 Sept; 6 (3): 271-279.
[3] Bulletins of the WHO. Vol 97, Num 6, June 2019 377-440. 2019.
[4] Espen Aarseth. Journal of Behavioral Addiction. J. Behav Addict. 2017 Sept; 6 (3); 267-270.
[5] American Psychiatric Association. Diagnostic and Statistical Manual of Mental Disorders, 5th disorder. 2013.
[6] Christina Gough. The average age of U.S video game players in 2019. Statista. 2019.
[7] https://www.who.int/news-room/fact-sheets/detail/adolescent-mental-health
[8] Satoko Mihara BA; Susumu Higuchi MD, PhD. Cross-Sectional and Longitudinal Epidemiological Studies of Internet Gaming Disorder: A Systematic Review of the Literature. Psychiatry and Clinical Neurosciences/ Vol 71, Issue 7. 24 April 2017.
[9] Pawan Taechoyotin et al. Prevalence and associated factors of internet gaming disorder among Secondary School Students in Rural Community, Thailand. BMC research notes 13, Article number: 11 (2020).
[10] F. A Etindele Sosso et al. Insomnia, Sleepiness, Anxiety and Depression among different types of Gamers in African Countries.
[11] J. Clement. Africa: number of internet users in selected countries 2019. https://www.statista.com. Jan 7, 2020.
[12] Vasileios Stavropoulos et al. A preliminary cross-cultural study of hikikoori and Internet Gaming Disorder: The moderating effects of game playing-times and living with parents. Addictive Behaviour Reports. https://doi.org/10.1016/j.abrep.2018.10.001. 2019.
[13] Ayenigbara IO (2018) Gaming Disorder and Effects of Gaming on Health: An Overview. J Addict Med Ther Sci 4 (1): 001-003. DOI: http://doi.org/10.17352/2455-3484.000025
[14] Matthew Ventura, Valerie Shute, Yoon Jeon Kim. Video gameplay, personality and academic performance. Computers& Education. Vol 58, Issue 4. https://doi.org/10.1016/j.compedu.2011.11.022. May 2012.
[15] Andree Hartano, Wei Xing Toh, Hwajin Yang. Context counts: The different implications of weekday and weekend video gaming for academic performances in mathematics, reading and science. Computers& Education. Vol 120, pages 64-74. May 2018. https://doi.org/10.1016/j.compedu.2017.12.007.
[16] Vivek Anand. A study of Time Management: The Correlation between Game Usage and Academic Performance Markers. CyberPscychology& Behaviour, Vol. 10, No. 4. August 2007 https://doi.org/10.1089/cpb.2007.9991
[17] Hally M. Pontes. Current Practices in the Clinical and Psychometric assessment of internet gaming disorder in the era of the DSM-5: A mini review of existing assessment tools. Mental Health and Addiction Research. 2016.
[18] Binyuan Su et al. Father-Child Longitudinal Relationship: Parental Monitoring and Internet Gaming Disorder in Chinese Adolescents. Front. Psycho 9: 95 https://doi.org/10.3389/fpysg.2018.00095. 2018.
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  • APA Style

    Aderinto Nicholas, Opanike Joshua, Alare Kehinde. (2021). The Nigerian Picture of Gaming Disorder in Adolescents. International Journal of Psychological and Brain Sciences, 6(6), 82-85. https://doi.org/10.11648/j.ijpbs.20210606.12

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    ACS Style

    Aderinto Nicholas; Opanike Joshua; Alare Kehinde. The Nigerian Picture of Gaming Disorder in Adolescents. Int. J. Psychol. Brain Sci. 2021, 6(6), 82-85. doi: 10.11648/j.ijpbs.20210606.12

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    AMA Style

    Aderinto Nicholas, Opanike Joshua, Alare Kehinde. The Nigerian Picture of Gaming Disorder in Adolescents. Int J Psychol Brain Sci. 2021;6(6):82-85. doi: 10.11648/j.ijpbs.20210606.12

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  • @article{10.11648/j.ijpbs.20210606.12,
      author = {Aderinto Nicholas and Opanike Joshua and Alare Kehinde},
      title = {The Nigerian Picture of Gaming Disorder in Adolescents},
      journal = {International Journal of Psychological and Brain Sciences},
      volume = {6},
      number = {6},
      pages = {82-85},
      doi = {10.11648/j.ijpbs.20210606.12},
      url = {https://doi.org/10.11648/j.ijpbs.20210606.12},
      eprint = {https://article.sciencepublishinggroup.com/pdf/10.11648.j.ijpbs.20210606.12},
      abstract = {Gaming has evolved to be an integral part of human activities. For most individuals, an innovation that seeks originally to achieve an easier way of doing things has increasingly become a necessity for living. Different terms have been used in literature to describe abnormal use of internet stimulating activities: internet gaming, smartphone addiction, pathological internet use, etc. The worldwide prevalence of Gaming Disorder is 0.7-27.5% with the highest prevalence recorded in Asia. There is a higher male prevalence for GD and a particular study showed differences in neuroimaging of male and female subjects. Despite the increase of studies on GD and technology-related disorders around the world, this topic remains understudied in Africa. While no exact data currently exists for the prevalence of GD among adolescents in Nigeria, studies have shown that sociocultural differences may not be associated with GD which means that identified statistics, risk factors and clinical features from non-localized studies could apply. As more details of GD continue to surface, researchers, clinicians and policymakers need to focus on this emerging condition, especially in a country like Nigeria, with the aims of obtaining relevant data, developing relevant clinical tools and designing public health policies to manage the disorder with regards to the local population’s needs.},
     year = {2021}
    }
    

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Author Information
  • Department of Medicine and Surgery, Ladoke Akintola University of Technology, Ogbomoso, Nigeria

  • Department of Medicine and Surgery, Ladoke Akintola University of Technology, Ogbomoso, Nigeria

  • Department of Medicine and Surgery, Ladoke Akintola University of Technology, Ogbomoso, Nigeria

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