Prevalence and Factors Associated with Gaming Disorder in Latin America and the Caribbean: A Systematic Review
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Fecha
2022-08-15Autor(es)
Hernández-Vásquez, Akram
Vargas-Fernández, Rodrigo
Visconti-Lopez, Fabriccio J.
Comandé, Daniel
Bendezu-Quispe, Guido
Metadatos
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“We aimed to determine the prevalence and factors associated with gaming disorder (GD)
in the population of Latin America and the Caribbean (LAC). A systematic review was performed
(PROSPERO protocol registration: CRD42021230565). We included studies that identified participants
with GD and/or factors associated with this condition, reported the prevalence of GD, or contained
data that assisted in its estimation, were published after 2013 (the year of inclusion of GD in the
Fifth Edition of the Diagnostic and Statistical Manual of Mental Disorders) and were carried out
in a population residing in an LAC country. Evaluation of the quality of the studies was carried
out using the Joanna Briggs Institute Critical appraisal checklist tool. A qualitative synthesis of the
data was performed. Of the total of 1567 records identified, 25 passed the full-text review phase,
and 6 met the selection criteria. These studies were published between 2018 and 2021 and had a
cross-sectional design (three in Brazil, one in Ecuador, Mexico, and the other was multi-country,
including a LAC country [Peru]). The prevalence of GD ranged from 1.1% to 38.2%. The three studies
in Brazil had the highest figures of GD prevalence (20.4–38.2%). Four studies evaluated factors
associated with GD. Characteristics regarding the game (type), pattern of use (hours played), as well
as gender (higher in men), tobacco and alcohol consumption, poor interpersonal relationships, and
the presence of mental disorders were found to be associated with GD in LAC. Evidence on the
prevalence and factors associated with GD in LAC is limited. Studies on GD in LAC evaluate different
population subgroups, describing a wide prevalence of this condition (present in up to 38 out of
100 evaluated). Characteristics such as the type and hours of use of the games, sociodemographic data,
lifestyles, interpersonal relationships, and the presence of mental disorders increase the probability of
presenting GD.“
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- SCOPUS [380]