Abstract
Online gaming is a prevalent leisure activity among young people worldwide. However, limited data exist on the psychological effects of gaming addiction among university students in Oman. This cross-sectional study aimed to estimate the prevalence of gaming addiction risk and explore its relationship with stress, depression, anxiety and self-esteem among university students in Oman. A total of 428 participants completed a self-reported questionnaire encompassing the Game Addiction Scale, Rosenberg Self-Esteem Scale and the Depression, Anxiety and Stress Scale 21. A total of 18.7% (n = 80) of the participants met the polythetic criterion for gaming addiction risk based on the polythetic criterion. Logistic regression revealed that depression, gaming-related financial expenditure, hours spent on gaming, maternal education and academic performance measured by Grade Point Average (GPA) were significantly associated with gaming addiction risk. The model demonstrated good explanatory power, accounting for 47.5% of the variance in gaming addiction (Nagelkerke R2 = 0.475). The results may inform the development of comprehensive prevention strategies that address both psychological and behavioural risk factors. Focused interventions could potentially help mitigate the impact of gaming addiction and may support improved academic and mental health outcomes among university students.
Plain Language Summary
Playing video games is a popular activity among young adults, but for some, it can become a problem that affects their mental health and daily life. This study looked at university students in Oman to see how common gaming addiction is and how it relates to feelings of stress, anxiety, depression, and self-esteem. A total of 428 students completed an online survey about their gaming habits, mental health, and personal characteristics. Nearly one in five students (19%) were at risk of gaming addiction. Students who spent more time gaming each week or who spent money frequently on games were more likely to show signs of addiction. Higher levels of depression were also linked to an increased risk, showing that emotional difficulties may contribute to excessive gaming. Interestingly, students with lower grades at university and those whose mothers had higher levels of education were more likely to be at risk. Other factors, like stress, anxiety, and self-esteem, did not show a direct association when all factors were considered together. These findings suggest that gaming addiction is influenced by a mix of emotional, behavioural, and academic factors. University students who struggle with depression or who spend a lot of time and money on gaming may be at higher risk. While the study cannot prove that gaming causes mental health problems, it highlights the importance of supporting students’ emotional well-being and promoting healthy gaming habits. Universities could consider offering programs to identify students at risk and provide guidance on balanced digital use, coping with stress, and improving academic performance. Early support may help prevent the negative effects of gaming addiction and promote better mental health and study outcomes for students.
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