Mobile game addiction and its association with musculoskeletal pain among students: A cross-sectional study

PLoS One. 2024 Aug 26;19(8):e0308674. doi: 10.1371/journal.pone.0308674. eCollection 2024.

Abstract

Background: The purpose of this study was to ascertain whether there is a difference in musculoskeletal pain between those who are addicted to mobile games and those who are not, to ascertain the association between mobile game addiction and socio-demographic variables, and to ascertain the pain predictor for mobile game addiction on different musculoskeletal regions.

Methods: There were 840 students in all, both males and females, in this cross-sectional survey from three distinct Bangladeshi institutions. The Nordic Musculoskeletal Discomfort Questionnaire, the Gaming Addiction Scale, and the demographic data form were distributed to the participants. The data were analyzed using the Chi-square test and descriptive statistics. Binary logistic regression was used to find the predicted risk factor for mobile gaming addiction.

Results: Musculoskeletal pain affects 52.1% of participants in some part of the body. Males have a 2.01-fold higher likelihood of developing gaming addiction compared to females. Those who are addicted to mobile games experience a higher occurrence of pain in the neck, upper back, elbows, and wrist and hands with a odds ratio of (OR 2.84, 95% CI: 1.49-5.36; p = 0.016), (OR 3.75, 95% CI 1.97-7.12; p = <0.001), (OR 3.38, 95% CI 1.34-8.50; p = 0.010), and (OR 2.14, 95% CI 1.00-4.57; p = 0.049) respectively.

Conclusion: These results demonstrate that mobile gaming addiction raises students' risk of musculoskeletal discomfort. Two-three times higher risk of developing pain in the neck, upper back, elbows, and wrist and hands among mobile game addicts.

MeSH terms

  • Adolescent
  • Adult
  • Behavior, Addictive* / epidemiology
  • Cross-Sectional Studies
  • Female
  • Humans
  • Male
  • Musculoskeletal Pain* / epidemiology
  • Risk Factors
  • Students*
  • Surveys and Questionnaires
  • Video Games* / adverse effects
  • Young Adult

Grants and funding

The author(s) received no specific funding for this work.