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Students’ opinion on gaming disorder () | Strongly disagree | Disagree | Neutral | Agree | Strongly agree |
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Students often lost their sleep due to the long gaming session | 43 (20.5%) | 48 (22.9%) | 45 (21.4%) | 54 (25.7%) | 20 (9.5%) |
Students never play games in order to feel better | 54 (25.7%) | 103 (49%) | 22 (10.5%) | 18 (8.6%) | 13 (6.1%) |
Students often increase the duration of time for gaming session | 71 (33.8%) | 66 (31.4%) | 31 (14.8%) | 28 (13.3%) | 14 (6.7%) |
Students feel more irritable when not gaming | 72 (34.3%) | 74 (35.2%) | 42 (20%) | 18 (8.6%) | 04 (1.9%) |
Students develop other hobbies because of gaming | 67 (31.9%) | 61 (29.1%) | 32 (15.2%) | 39 (18.6%) | 11 (5.2%) |
Students could not reduce the gaming time but it is very difficult to do it | 55 (26.2%) | 79 (37.6%) | 37 (17.6%) | 28 (13.4%) | 11 (5.2%) |
Students plans for next gaming session when they are not playing | 53 (25.2%) | 66 (31.4%) | 36 (17.2%) | 47 (22.4%) | 08 (3.8%) |
Students play games to cope up with their bad feelings | 31 (14.8%) | 31 (14.8%) | 35 (16.6%) | 84 (40%) | 29 (13.8%) |
Students increase the amount of time they spend playing video games | 39 (18.6%) | 78 (37.1%) | 50 (23.8%) | 39 (18.6%) | 04 (1.9%) |
Students feel sad when they are not able to play the games | 50 (23.8%) | 59 (28.2%) | 45 (21.4%) | 45 (21.4%) | 11 (5.2%) |
Students lie to their family members because of time spent for gaming | 89 (42.4%) | 67 (31.9%) | 23 (10.9%) | 25 (11.9%) | 06 (2.9%) |
Students could not control the stop gaming | 68 (32.4%) | 63 (30%) | 34 (16.2%) | 33 (15.7%) | 12 (5.7%) |
Students believe that gaming has become a more time-consuming activity in their life | 93 (44.3%) | 55 (26.2%) | 20 (9.5%) | 28 (13.3%) | 14 (6.7%) |
Students play game to avoid their bothering | 34 (16.2%) | 30 (14.3%) | 40 (19%) | 76 (36.2%) | 30 (14.3%) |
Students believe that whole day is not enough for everything that is utilized in gaming | 67 (31.9%) | 59 (28.1%) | 36 (17.2%) | 32 (15.2%) | 16 (7.6%) |
Students become nervous when they are unable to play a game for whatever reason | 74 (35.2%) | 85 (40.5%) | 24 (11.4%) | 23 (11%) | 04 (1.9%) |
Students assume that gaming has jeopardized the relationship with their partner | 71 (33.8%) | 48 (22.8%) | 69 (32.9%) | 19 (9.1%) | 03 (4.1%) |
Students frequently want to limit their gaming time, but many are unable to do so | 69 (32.9%) | 74 (35.2%) | 36 (17.2%) | 24 (11.4%) | 07 (3.3%) |
Students conclude that their daily activity has not affected negatively by gaming | 27 (12.8%) | 38 (18.1%) | 32 (15.3%) | 67 (31.9%) | 46 (21.9%) |
Students believe that their gaming has a detrimental impact on important aspects of life | 60 (28.5%) | 68 (32.4%) | 34 (16.2%) | 31 (14.8%) | 17 (8.1%) |
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