Investigating the Prevalence of Internet Gaming Disorder among University Students in Lebanon and Associated Risk Factors
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Abstract
Internet gaming has become a wide-spread phenomenon throughout the 21st century,
and even though it provides us with a leisure activity and an opportunity to connect with
people, it has become an addiction among a unique, vulnerable population, known by
the DSM-5 as Internet Gaming Disorder (IGD). Psychologists have begun to
extensively study the prevalence of IGD across the world and its risk factors, where
majority of the findings are based in the Western pacific and Southeast Asia, with a
minority of research in the Eastern Mediterranean, particularly in Lebanon. Therefore,
guided by the I-PACE model of addiction, the aims of the study are to determine the
prevalence of IGD among university students in Lebanon, identify crucial risk factors
associated with IGD and provide mental health resources.
The study follows a cross-sectional design, where participants did in an online survey
consisting of questionnaires and scales (in English and Arabic), including the IGD-short
form scale (IGDS9-SF) and measures for the 8 risk factors of interest. Due to the time
constraints for graduation and the ongoing war in Lebanon, the sample size was reduced
to at least 300 from an original 462. Afterwards, the prevalence of IGD among the
sample was determined, and then a multiple regression analysis was conducted among
the 8 risk factors of interest and IGD. After data collection, which occurred from
February 6th, 2026 to March 21st, 2026, an unclean data sample of 317 participants was
obtained. After data cleaning and assumption tests were conducted on RStudio, a final
sample size of 296 participants was used for data analysis (n = 296). Due to the
presence of heteroscedasticity in the data, a robust standard error (HC3) approach was
implemented alongside a multiple regression analysis.
The analysis revealed a 4.4% prevalence rate of IGD in the sample, which is consistent
with previous literature in Lebanon and the greater Arab region. Moreover, the multiple
regression analysis revealed five statistically significant predictors of IGD: time spent
gaming, self-esteem, academic performance, authoritarian parenting, and the MOBA
game genre. The other risk factors of interest (gender, loneliness, authoritative
parenting, permissive parenting, the other game genres excluding MOBA games, and
current psychological disorder diagnoses) were found to have statistically non
significant associations with IGD, which warranted careful analysis and explanation.
Overall, the study was able to reach its designated aims and provide sufficient support
for the hypotheses made, to a high extent.
There were several strengths in the study which contributed to obtaining statistically
grounded conclusions and provided the first depiction of IGD prevalence among
Lebanese university students, and their associated risk factors. On the other hand, the
limitations of the study highlighted that the study wasn’t representative of the general
Lebanese university population, due to the sampling strategies used and the high
proportion of participants from a particular university. Moreover, the use of particular
measurement methods and scales may have attenuated the associations observed
between the risk factors and IGD. Moreover, the cross-sectional design limits our ability
to confidently assume these predictors as risk factors.
Henceforth, it is recommended that future research investigate IGD in Lebanon through
a longitudinal design, investigate other risk factors represented in the previous literature,
use measuring methods and scales that are appropriate for the young adult population in
Lebanon, and to do such research with a larger, more representative sample of Lebanese
university students.