Video games and Facebook addiction among Tunisian adolescents: prevalence and associated factors

Int J Adolesc Med Health. 2024 Jan 19;36(2):111-121. doi: 10.1515/ijamh-2023-0171. eCollection 2024 Apr 1.

Abstract

Objectives: As social media and online gaming technology have developed very rapidly over the last two decades, their paired issues are of growing concern worldwide. The aim of our study was to assess the prevalence of video game and Facebook addiction and its predictive factors among Tunisian in school adolescents.

Methods: We conducted a cross-sectional study among in school adolescents in Sousse, Tunisia, over the first academic term of the 2019-2020 school year using a self-administered questionnaire to a randomly selected representative sample of 1,353 students. The valid Arabic version of the Bergen Facebook Addiction Scale (BFAS), the Video Game Addiction Scale (GAS-7), the Beck Depression Inventory Short Form (13 items) and the Screen for Child Anxiety Related Disorders (SCARED-C) were used to assess facebook addiction disorder (FAD), internet gaming disorder (IGD), depression and anxiety respectively.

Results: More than one in four pupils (26.1 %; CI 95 %: 23.8-28.4 %) were identified as problematic video game users and almost a third of participants (32.5 %; CI 95 %: 30-35 %) reported FAD. IGD was significantly associated with FAD (p<0.001). Likewise, pupils exhibiting depressive symptoms as well as those with anxiety symptoms were significantly more likely to be problematic video games and Facebook users (p<0.001 for each). Being addicted to Facebook (AOR=1.83, 95 % CI: 1.18-2.81), experiencing anxiety disorders (AOR=2.43, 95 % CI: 1.52-3.88), being male (AOR=2.51, 95 % CI: 1.95-3.23) and spending more than 4 h per day surfing the net (AOR=2.55, 95 % CI: 1.65-3.96) were the determinants of IGD in the multivariate analysis. Similarly, being addicted to video games (AOR=1.82, 95 % CI: 1.21-2.73), experiencing anxiety disorders (AOR=1.85, 95 % CI: 1.20-2.86), having experienced academic failure (AOR=1.73, 95 % CI: 1.16-2.56), and spending more than 4 h per day on social media (AOR=3.75, 95 % CI: 2.38-5.90) were the predictors of FAD.

Conclusions: The prevalence of problematic use of video games and Facebook is alarmingly high. Identifying risk factors can help screen high-risk adolescents. We need additional prevention measures addressing not just adolescents, but all risk factors.

Keywords: addictive – adolescents – Tunisia; behavior; social media – mental health; video games.

MeSH terms

  • Adolescent
  • Adolescent Behavior / psychology
  • Behavior, Addictive / epidemiology
  • Behavior, Addictive / psychology
  • Cross-Sectional Studies
  • Depression / epidemiology
  • Female
  • Humans
  • Internet Addiction Disorder* / epidemiology
  • Internet Addiction Disorder* / psychology
  • Male
  • Prevalence
  • Risk Factors
  • Social Media*
  • Students / psychology
  • Surveys and Questionnaires
  • Tunisia / epidemiology
  • Video Games*