![]() ![]() The worldwide prevalence of gaming disorder was 3.05% (confidence interval: ) this figure was adjusted to 1.96% when considering only studies that met more stringent sampling criteria (e.g. Subgroup and moderator analyses examined potential sources of heterogeneity, including assessment tool and cut-off, participant age and gender, sample size and type, study region, and year of data collection. Study findings were meta-analyzed using a random-effects model. Prevalence estimates were extracted from 53 studies conducted between 20, which included 226,247 participants across 17 different countries. This review employed meta-analytic techniques to compute the worldwide-pooled prevalence of gaming disorder and evaluate the potential contributing factors for varied prevalence estimates. However, few studies have examined the methodological, cultural and/or demographic factors that might explain this phenomenon. Worldwide, prevalence estimates of gaming disorder are considerably heterogeneous and often appear to be exceedingly high. Gaming disorder was included in the latest revision of the International Classification of Diseases (11th ed.). ![]()
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