2021
DOI: 10.24911/ijmdc.51-1610894250
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Impact of the COVID-19 pandemic quarantine on gaming behavior among children and adolescents in the Eastern Province of Saudi Arabia

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Cited by 7 publications
(8 citation statements)
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“…Two studies from India and Nepal found that 50.8% and 69.2% of medical students, respectively, reported an increase in gaming behavior and believed that gaming helped them cope with the stress related to the COVID-19 pandemic and lockdown ( Balhara et al., 2020 ; Shrestha et al., 2020 ). Similarly, a study among Saudi Arabian children and adolescents reported that 69.2% of the participants had increased gaming behavior because of pandemic-related stress ( Alsaad et al., 2021 ). A possible explanation for this increase in gaming behavior includes factors such as physical distancing, self-isolation, and increased reliance on computers and Internet access for education and communication ( King et al., 2020 ; Stevens et al., 2020 ).…”
Section: Discussionmentioning
confidence: 99%
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“…Two studies from India and Nepal found that 50.8% and 69.2% of medical students, respectively, reported an increase in gaming behavior and believed that gaming helped them cope with the stress related to the COVID-19 pandemic and lockdown ( Balhara et al., 2020 ; Shrestha et al., 2020 ). Similarly, a study among Saudi Arabian children and adolescents reported that 69.2% of the participants had increased gaming behavior because of pandemic-related stress ( Alsaad et al., 2021 ). A possible explanation for this increase in gaming behavior includes factors such as physical distancing, self-isolation, and increased reliance on computers and Internet access for education and communication ( King et al., 2020 ; Stevens et al., 2020 ).…”
Section: Discussionmentioning
confidence: 99%
“…Multiple studies have focused on the impact of the COVID-19 lockdown on IGD. A study in Saudi Arabia showed a significant association between the COVID-19 lockdown and an increased duration of gaming among children and adolescents ( Alsaad et al., 2021 ).…”
Section: Introductionmentioning
confidence: 99%
“…As highlighted by Avena et al 54 , as individuals did not have access to mental health support during this period, there was a sharp increase in substance use disorders during COVID-19. A concurrent increase in gaming behavior during social isolation was also observed among college students in India 55,56 , and among adolescents in SA 57 and Korea 58 . The increase in gaming, increase in stressors related to the pandemic, and simultaneous lack of access to mental health services may explain the sharp increase in the prevalence of IGD post-pandemic.…”
Section: Discussionmentioning
confidence: 70%
“…The pandemic impacted the gaming behaviors of children, adolescents, and young adults, and emerging literature reported an increased prevalence of IGD after the lockdown [30]. A study by Alsaad et al found that 69.5% of the children and adolescents in their sample reported increased gaming behavior due to pandemic related-stress [31].…”
Section: Discussionmentioning
confidence: 99%