The Relationship between Internet Addiction, Internet Gaming and Anxiety among Medical Students in a Malaysian Public University during COVID-19 Pandemic
Abstract
:1. Introduction
2. Materials and Methods
3. Data Analysis
4. Results
5. Discussion
6. Conclusions
7. Limitation
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Characteristics | n | % | Median (IQR) |
---|---|---|---|
Gender | |||
Male | 72 | 30.4 | |
Female | 165 | 69.6 | |
Age in years | 21.00 (3.0) | ||
19 | 37 | 15.6 | |
20 | 46 | 19.4 | |
21 | 37 | 15.6 | |
22 | 35 | 14.8 | |
23 | 45 | 19.0 | |
24 | 34 | 14.3 | |
25 | 2 | 0.8 | |
26 | 0 | 0 | |
27 | 1 | 0.4 | |
Religion | |||
Muslim | 237 | 100 | |
Ethnicity | |||
Malay | 235 | 99.2 | |
Chinese | 0 | 0 | |
Indian | 1 | 0.4 | |
Others | 1 | 0.4 | |
Marital status | |||
Single | 234 | 98.7 | |
Married | 3 | 1.3 | |
Divorced | 0 | 0 | |
Hometown | |||
Rural | 96 | 40.5 | |
Urban | 141 | 59.5 | |
Parental household income | |||
<RM 2000 | 34 | 14.3 | |
>RM 2000 | 203 | 85.7 | |
Academic years | |||
Pre-clinical | 119 | 50.2 | |
Clinical | 118 | 49.8 | |
Supplementary exam | |||
Yes | 9 | 3.8 | |
No | 228 | 96.2 | |
Total screen time (hours/day) | |||
<7 h | 46 | 19.4 | |
>7 h | 191 | 80.6 | |
Type of gadget | |||
Computer | 18 | 7.6 | |
Laptop | 218 | 92.0 | |
Smartphone | 236 | 99.6 | |
Tablets | 100 | 42.1 | |
Video game console | 21 | 8.9 | |
Ownership of gadget | |||
Personally owned | 232 | 97.9 | |
Shared with others | 5 | 2.1 | |
Internet accessibility | |||
At home | 237 | 100 | |
Library | 32 | 13.5 | |
Cybercafé | 7 | 3.0 | |
Hostel | 140 | 59.1 | |
Faculty | 125 | 52.7 | |
Public areas | 71 | 30.0 | |
Purpose(s) of using internet | |||
Education | 57 | 24.1 | |
Social networking | 228 | 96.2 | |
Online gaming | 89 | 37.6 | |
Internet chatting | 234 | 98.7 | |
Online shopping | 187 | 78.9 | |
Blogs | 25 | 10.5 | |
Sexual activities | 3 | 1.3 | |
Surfing for leisure | 144 | 60.8 | |
160 | 67.5 | ||
Social media ownership | |||
200 | 84.4 | ||
147 | 62.0 | ||
217 | 91.6 | ||
234 | 98.7 | ||
YouTube | 190 | 80.2 | |
6 | 2.5 | ||
Others | 56 | 23.6 | |
Video game genre | |||
Not playing video game | 95 | 41.4 | |
MMORPG | 57 | 24.1 | |
Action/adventure | 35 | 14.8 | |
First-person shooter | 46 | 19.4 | |
Sports | 24 | 10.1 | |
Rhythm | 18 | 7.6 | |
Driving | 25 | 10.5 | |
Real time strategy | 48 | 10.2 | |
Puzzle | 58 | 24.5 | |
Board & card games | 38 | 16.0 | |
Gambling | 5 | 2.1 |
Variables | Anxiety | Test Statistics | |||
---|---|---|---|---|---|
No n (%) | Yes n (%) | χ2 | df | p-Value | |
Gender | 0.497 | 1 | 0.593 | ||
Male | 60 (83.3) | 12 (16.7) | |||
Female | 131 (79.4) | 34 (20.6) | |||
Marital Status | 0.377 a | 1 | 0.478 | ||
Single | 189 (80.8) | 45 (19.2) | |||
Married | 2 (66.7) | 1 (33.3) | |||
Hometown | 0.298 | 1 | 0.620 | ||
Urban | 112 (79.4) | 29 (20.6) | |||
Rural | 79 (82.3) | 17 (17.7) | |||
Parental household income | 2.844 a | 1 | 0.105 | ||
<RM 2000 | 31 (91.2) | 3 (8.8) | |||
>RM 2000 | 160 (78.8) | 43 (21.2)) | |||
Academic years | 6.739 | 1 | 0.013 * | ||
Pre-clinical | 88 (73.9) | 31 (26.1) | |||
Clinical | 103 (87.3) | 15 (12.7) | |||
Supplementary exam | 0.047 a | 1 | 0.688 | ||
Yes | 7 (77.8) | 2 (22.2) | |||
No | 184 (80.7) | 44 (19.3) | |||
Ownership of gadget | 0.001 a | 1 | 1.000 | ||
Personally owned | 187 (80.6) | 45 (19.4) | |||
Shared with others | 4 (80.0) | 1 (20.0) | |||
Total screen time/day | 1.479 | 1 | 0.300 | ||
<7 h | 40 (87.0) | 6 (13.0) | |||
>7 h | 151 (79.1) | 40 (20.9) |
Factors | AOR | 95% CI | p-Value |
---|---|---|---|
Gender | |||
Male | 1 | ||
Female | 0.775 | 0.35–1.71 | 0.527 |
Marital | 0.02–8.72 | 0.587 | |
Single | 0.436 | ||
Married | 1 | ||
Hometown | |||
Urban | 1 | ||
Rural | 1.08 | 0.53–2.19 | 0.830 |
Parental income | |||
<RM 2000 | 1 | ||
>RM 2000 | 0.479 | 0.14–1.70 | 0.256 |
Academic years | |||
Pre-clinical | 2.489 | 1.22–5.07 | 0.012 * |
Clinical | 1 | ||
Supplementary exam | |||
Yes | 1.422 | 0.23–8.72 | 0.704 |
No | 1 | ||
Total screen time/day | |||
<7 h | 1 | ||
>7 h | 0.553 | 0.21–1.44 | 0.225 |
Ownership of the gadget | |||
Personally owned | 0.771 | 0.07–8.07 | 0.828 |
Shared | 1 | ||
Internet dependence | |||
Normal | 1 | ||
IAT | 0.100 | 0.01–0.76 | 0.026 * |
IGDS9-SF | |||
Non-Disorder | 1 | ||
Disordered | 0.240 | 0.04–1.33 | 0.103 |
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Ismail, N.; Tajjudin, A.I.; Jaafar, H.; Nik Jaafar, N.R.; Baharudin, A.; Ibrahim, N. The Relationship between Internet Addiction, Internet Gaming and Anxiety among Medical Students in a Malaysian Public University during COVID-19 Pandemic. Int. J. Environ. Res. Public Health 2021, 18, 11870. https://doi.org/10.3390/ijerph182211870
Ismail N, Tajjudin AI, Jaafar H, Nik Jaafar NR, Baharudin A, Ibrahim N. The Relationship between Internet Addiction, Internet Gaming and Anxiety among Medical Students in a Malaysian Public University during COVID-19 Pandemic. International Journal of Environmental Research and Public Health. 2021; 18(22):11870. https://doi.org/10.3390/ijerph182211870
Chicago/Turabian StyleIsmail, Nurazah, Ahmad Izzat Tajjudin, Hafiz Jaafar, Nik Ruzyanei Nik Jaafar, Azlin Baharudin, and Normala Ibrahim. 2021. "The Relationship between Internet Addiction, Internet Gaming and Anxiety among Medical Students in a Malaysian Public University during COVID-19 Pandemic" International Journal of Environmental Research and Public Health 18, no. 22: 11870. https://doi.org/10.3390/ijerph182211870
APA StyleIsmail, N., Tajjudin, A. I., Jaafar, H., Nik Jaafar, N. R., Baharudin, A., & Ibrahim, N. (2021). The Relationship between Internet Addiction, Internet Gaming and Anxiety among Medical Students in a Malaysian Public University during COVID-19 Pandemic. International Journal of Environmental Research and Public Health, 18(22), 11870. https://doi.org/10.3390/ijerph182211870