The Association Between Gaming Practices and Scholastic Performance Among Medical Students in India: Case-Control Study (Preprint)
Authors: Suryawanshi Deodatt Madhav , Rajaseharan Divya , Venugopal Raghuram , Mathew Madhu , Joy Anju , Goyal Ramchandra 
Published: August 2020

BACKGROUND

Gaming is a billion-dollar industry that is expanding at a compound annual growth rate of 9% to 14.3%, with the biggest market in Southeast Asian countries. The availability of low-cost smartphones and the ease at which the internet can be accessed have made gaming popular among youth, who enjoy it as a leisure activity. According to the World Health Organization, excessive indulgence in gaming can lead to gaming disorder. Medical students indulging in excessive gaming can succumb to gaming disorder, which can affect their scholastic performance.

OBJECTIVE

This study aimed to assess the association between gaming practices and scholastic performance among medical students.

METHODS

 This study used a case-control design, where 448 medical undergraduate students (first year to prefinal) were preliminarily surveyed using universal sampling on their gaming practices in the last 6 months. Out of this sample, the 91 participants who admitted to gaming in the past 6 months were recruited as cases, while participants who never engaged in gaming in the last 6 months were recruited as controls. Both the cases and controls were matched for age and gender in a 1:1 ratio. The internal assessment scores (based on 2 midterms completed in the last 6 months) of cases and controls were compared. The Snedecor F test was used to determine the association between the number of hours spent gaming and internal assessment scores (%), while the Student <i>t</i> test was used to determine significant differences between the internal assessment scores of cases and controls. Odds ratios were calculated to identify the risk of poor scholastic performance among cases compared to the controls. The prevalence of gaming disorder among cases was assessed using the Gaming Addiction Scale (GAS).

RESULTS

The frequency of gaming (in hours) was not associated with mean internal assessment scores (<i>P</i>=.13). Male cases reported significantly lower internal assessment scores compared to male controls (<i>P</i>=<i>.</i>005 vs <i>P</i>=.01), whereas no significant differences were observed between the internal assessment scores of female cases and controls (<i>P</i>=.89 vs <i>P</i>=.59). A negative correlation was observed between GAS scores and internal assessment scores (<i>r</i>=–0.02). The prevalence of gaming disorder using the GAS was observed to be 6.3% (28/448) in the study population and 31% (28/91) among cases. The risk of low scores (&lt;50%) among gamers was observed to be 1.9 (95% CI 1.04-3.44, <i>P</i>=.03) times higher in the first midterm and 1.80 (95% CI 0.97-3.36, <i>P</i>=.06) times higher in the second midterm compared to nongamers.

CONCLUSIONS

The findings suggest that excessive gaming adversely affects the scholastic performance of male participants more than female participants. Awareness about gaming disorder needs to be created among students, parents, and teachers. Treatment services should be made available to medical students with gaming disorders.