Patterns and Predictors of Internet Gaming Disorder: An Observational Study from Jordan

Reema Karasneh1, Sayer Al-Azzam2, Karem H. Alzoubi3, 4, *, Mohammad B. Nusair5, Sahar Hawamdeh2, Amal T. Nusir6
1 Department of Basic Medical Sciences, Faculty of Medicine, Yarmouk University, Irbid, Jordan
2 Department of Clinical Pharmacy, Faculty of Pharmacy, Jordan University of Science and Technology, Irbid, Jordan
3 Department of Pharmacy Practice and Pharmacotherapeutics, University of Sharjah, Sharjah, UAE
4 Faculty of Pharmacy, Jordan University of Science and Technology, Irbid, Jordan
5 Department of Clinical Pharmacy and Pharmacy Practice; Faculty of Pharmacy, Yarmouk University, Irbid, Jordan
6 Department of Arabic Language and Literature, Faculty of Arts, Yarmouk University, Irbid, Jordan

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© 2021 Karasneh et al.

open-access license: This is an open access article distributed under the terms of the Creative Commons Attribution 4.0 International Public License (CC-BY 4.0), a copy of which is available at: This license permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.

* Address correspondence to this author at Clinical Pharmacy, Jordan University of Science and Technology, Irbid and Department of Basic Medical Sciences, Faculty of Medicine, Yarmouk University, Irbid-Jordan; Tel: +962 (02) 7211111; Fax: +962 (02) 7211162; E-mails:,



Internet Gaming Disorder (IGD) is a rapidly growing public health problem that may have detrimental effects. The purpose of this study is to identify factors associated with IGD status.


In this cross-sectional observational study, a convenient sample of gamers in Jordan was recruited and asked to participate in an online survey based on the nine criteria of the 20-item Internet Gaming Disorder (IGD-20) used to assess gaming disorder. Sociodemographic and psychosocial data were also obtained.


A total of 504 gamers participated in this study. The mean age of respondents was 21.6 ± 3.90 years. Using the standard IGD-20 scale, 96 participants (19%) were classified as potential IGD cases, compared to 408 (80.9%) non-disordered gamers. Males were dominant among the population, constituting 348 (69%) of gamers. Males also played significantly more hours per week [17.8 ±16.75] compared to females [13 ± 17.65]. The majority of gamers (411 (81.5%)) were students, although unemployed adults played for the highest total time [23.9 ± 30.84 hours/week]. Device type used for gaming also significantly (p <0.05) affected the time spent playing. Predictors of IGD included educational level (p< 0.05) and playing hours/week (p< 005). Conversely, no significant associations were found between IGD and gender, age, employment, or sleeping hours. IGD is increasingly being diagnosed among both genders and presents a health challenge for internet users.


Establishing gamer profiles and recognizing predictors of IGD is therefore vital for guiding clinical classification and diagnosis of the disease.

Keywords: Gaming, IGD, Patterns, Mental disorders, Impairment, Addiction, Relapse, Psychosocial data.