DSM-5 Internet gaming disorder among a sample of Mexican first-year college students

Author:

Borges Guilherme1,Orozco Ricardo1,Benjet Corina1,Martínez Martínez Kalina I.2,Contreras Eunice Vargas3,Jiménez Pérez Ana Lucia3,Peláez Cedrés Alvaro Julio4,Hernández Uribe Praxedis Cristina4,Díaz Couder María Anabell Covarrubias5,Gutierrez-Garcia Raúl A.6,Quevedo Chavez Guillermo E.7,Albor Yesica8,Mendez Enrique1,Medina-Mora Maria Elena19,Mortier Philippe10,Rumpf Hans-Juergen11

Affiliation:

1. 1 Instituto Nacional de Psiquiatría Ramón de la Fuente Muñiz, Ciudad de México, Mexico

2. 2 Universidad Autónoma de Aguascalientes, Aguascalientes, Mexico

3. 3 Universidad Autónoma de Baja California, Campus Ensenada, Baja California, Mexico

4. 4 Universidad Autónoma Metropolitana, Ciudad de México, Mexico

5. 5 Universidad de la Salle Noroeste, Cajeme, Mexico

6. 6 Universidad De La Salle Bajío, Las Americas, Mexico

7. 7 Universidad La Salle Cancún, Cancún, Mexico

8. 8 Universidad Cuauhtémoc Plantel Aguascalientes, Aguascalientes, Mexico

9. 9 Center of Global Mental Health Research, Instituto Nacional de Psiquiatría Ramón de la Fuente Muñiz, Ciudad de México, Mexico

10. 10 Health Services Research Unit, IMIM (Hospital del Mar Medical Research Institute), CIBER en Epidemiología y Salud Pública (CIBERESP), Barcelona, Spain

11. 11 Department of Psychiatry and Psychotherapy, University of Lübeck, Lubeck, Germany

Abstract

Background and aims DSM-5 includes Internet gaming disorder (IGD) as a condition for further study. While online and offline gaming may produce undesired negative effects on players, we know little about the nosology of IGD and its prevalence, especially in countries with emerging economies. Methods A self-administered survey has been employed to estimate prevalence of DSM-5 IGD and study the structure and performance of an instrument in Spanish to measure DSM-5 IGD among 7,022 first-year students in 5 Mexican universities that participated in the University Project for Healthy Students (PUERTAS), part of the World Health Organization’s World Mental Health International College Student Initiative. Results The scale for IGD showed unidimensionality with factor loadings between 0.694 and 0.838 and a Cronbach’s α = .816. Items derived from gaming and from substance disorders symptoms mixed together. We found a 12-month prevalence of IGD of 5.2% in the total sample; prevalence was different for males (10.2%) and females (1.2%), but similar for ages 18–19 years (5.0%) and age 20+ (5.8%) years. Among gamers, the prevalence was 8.6%. Students with IGD were more likely to report lifetime psychological or medical treatment [OR = 1.8 (1.4–2.4)] and any severe role impairment [OR = 2.4 (1.7–3.3)]. Adding any severe role impairment to the diagnostic criteria decreased the 12-month prevalence of IGD to 0.7%. Discussion and conclusions Prevalence of DSM-5 IGD and the performance of diagnostic criteria in this Mexican sample were within the bounds of what is reported elsewhere. Importantly, about one in every seven students with IGD showed levels of impairment that would qualify them for treatment under DSM-5.

Publisher

Akademiai Kiado Zrt.

Subject

Psychiatry and Mental health,Clinical Psychology,General Medicine,Medicine (miscellaneous)

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