Objectives: To estimate the prevalence of internet gaming disorder (IGD) and associated risk factors in a sample of secondary and postsecondary students from a public federal institution of higher education (Instituto Federal de Educac¸ã o, Ciê ncia e Tecnologia) in Southern Brazil. Methods: The study included a sociodemographic questionnaire, the Beck Depression Inventory (BDI), Self-Report Questionnaire (SRQ-20), Pittsburgh Sleep Quality Index (PSQI-BR), the Mini-Social Phobia Inventory (Mini-SPIN), and the Game Addiction Scale (GAS). Finally, IGD was measured with the Brazilian version of the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), which has been psychometrically validated in this population. Results: Overall, 38.2% (n=212) of the sample exhibited IGD symptoms, with 18.2% (n=101) being classed as at-risk gamers. Regression analysis found IGD to be associated with male gender, severe depressive symptoms, poor sleep quality, increased time spent gaming, and total free time spent gaming (p o 0.001). Conclusions: The prevalence of IGD in this sample was relatively high, and associated risk factors found were similar to those previously reported in the literature. Further studies investigating the epidemiology of IGD in Brazilian samples are warranted to better understand treatment needs and inform preventive measures in this population.
A six-session caregiver psychoeducational intervention on bipolar disorder did not bring benefits to caregiver's health. A longer longitudinal follow-up study would be crucial to see whether there were differences in degree of burden, perceived self-esteem and quality of life over time in caregivers.
Objetivos: Estimar a prevalência de transtorno do jogo pela Internet (IGD) e fatores de risco associados em uma amostra de estudantes do ensino médio e superior de uma instituição pública federal de ensino superior (Instituto Federal de Educação, Ciência e Tecnologia) no sul do Brasil. Métodos: O estudo incluiu um questionário sociodemográfico, o Inventário de Depressão de Beck (BDI), Self-Report Questionnaire (SRQ-20), Índice de Qualidade do Sono de Pittsburgh (PSQI-BR), Mini-Social Phobia Inventory (Mini-SPIN), e a Escala de Adição a Jogos (GAS). Finalmente, o IGD foi mensurado com a versão brasileira da Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), que foi validada psicometricamente nesta população. Resultados: No geral, 38,2% (n=212) da amostra apresentou sintomas de IGD, com 18,2% (n=101) sendo classificados como jogadores de risco. A análise de regressão constatou que o IGD estava associado ao sexo masculino, sintomas depressivos graves, má qualidade do sono, aumento do tempo gasto em jogos e tempo livre total gasto em jogos (p < 0,001). Conclusões: A prevalência de IGD nesta amostra foi relativamente alta, e os fatores de risco associados encontrados foram similares aos relatados anteriormente na literatura. Estudos futuros investigando a epidemiologia da IGD em amostras brasileiras são necessários para entender melhor as necessidades de tratamento e informar as medidas preventivas nesta população.
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