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Research by Georgian Scientists: Gaming, Religiosity, and Mental Health in Georgian Students

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The research conducted by Georgian scientists, Konstantine Chakhunashvili and David Chakhunashvili, on the link between online gaming addiction and mental health among students at higher education institutions in Georgia, has shown significant results.

The study, which was published in the journal Discover Mental Health, reveals that religiosity is a potential protective factor against Internet Gaming Disorder (IGD).

It is important to emphasize that playing video games is considered a disorder (Gaming Disorder) only when it causes significant stress and a reduction in the quality of life. Notably, Internet Gaming Disorder (IGD) is mentioned in the Diagnostic and Statistical Manual of Mental Disorders (DSM-5), published by the American Psychiatric Association (APA), as a condition warranting further study.

The diagnosis is made when an uncontrollable behavior towards gaming causes serious problems in a person’s life, which should not be confused with simple recreational use. For example, according to a 2017 study conducted in the USA, Canada, and Germany, 65% of men aged 18-64 use video games for recreational purposes.

Adding video games to recognized behavioral addictions may help millions of people who require assistance. At the same time, it is important to ensure that this decision does not lead to the pathologization of normal behavior and does not create a new stigma against recreational gamers.

The study, which was conducted at four leading Georgian universities, included 506 students. The results, based on statistical models, confirm that gaming time, gender, and religiosity are associated with the severity of IGD.

Average Gaming Time and Gender: The average weekly gaming time for the students was 8.3 hours. Notably, gaming time and the IGD score were 2.5 times higher in men than in women.

IGD and Psychological Risks: The study found that more gaming time is directly associated with a higher IGD score and an increased risk of Burnout syndrome. Furthermore, a high level of IGD is associated with lower life satisfaction, which underscores the negative impact of excessive gaming on students’ well-being, potentially leading to stress and addiction-like behavior.

The Protective Role of Religiosity: The most significant finding is that students who are more religious have lower IGD scores, suggesting the potential role of religiosity as a protective factor. Statistical analysis identifies this connection as a significant predictor of IGD severity.

The authors note that while online games can be beneficial for developing cognitive and social skills, maintaining balance is essential. The research highlights the importance of self-control, balance, and psychoeducation programs to foster healthy gaming habits and reduce the risk of IGD among students.

This research represents an important step toward the study and prevention of digital addictions in Georgia.

MedScriptum recorded an interview with Konstantine Chakhunashvili, in which the co-author of the study spoke more extensively about the connection between Internet Gaming Disorder (IGD) and mental health among students at Georgian higher education institutions.

Interview with Konstantine Chakhunashvili

კონსტანტინე ჩახუნაშვილი

One of the most significant findings of the study is the identification of religiosity as a potential protective factor against IGD. In your opinion, what are the main mechanisms by which religiosity mitigates the duration of gaming and the severity of addiction?

First of all, it must be noted that religiosity is quite subjective, and therefore, generalizing such findings to other countries and cultures is difficult. This was also reflected in our literature review, which showed that different countries yield different results concerning both gaming and other addictions. It is impossible to name the exact mechanism, but it is likely that the same mechanism is at work that generally makes religiosity a protective factor against addiction—through self-regulation, prioritization, and non-digital social activities.

The study demonstrated a significant gender difference in gaming duration and IGD scores. Could you elaborate on how this difference might be linked to Georgian cultural or social norms?

Unlike religiosity, these indicators are similar in other countries as well, both in terms of gaming time and IGD (Internet Gaming Disorder) scores. The main factor here is that in today’s world, gaming is predominantly pursued by boys more than girls, which is likely a global socio-cultural phenomenon.

According to the study, there is a connection between high IGD scores and low life satisfaction. Do you hypothesize that IGD is a result of these psychological problems, or, conversely, that excessive gaming leads to these conditions?

Given the design of this study, it is difficult to establish the direction of the cause-and-effect relationship. Accordingly, both assumptions require investigation: does low life satisfaction lead to more gaming and consequently higher IGD, or conversely, does more gaming and high IGD lead to lower life satisfaction?

In the study’s conclusion, you emphasize the necessity of implementing psychoeducation and self-control strategies. Specifically, what types of interventions would you recommend to universities and mental health centers to reduce the risk of IGD development among students?

Firstly, they should teach self-screening, even using the IGD questionnaire. Secondly, early intervention is needed upon detection of the problem. However, the most effective approach is to explain the necessity of moderation in gaming time so that students do not progress to addiction and high IGD scores.

Do you believe that Internet Gaming Disorder in students’ lives is not just an isolated, generalized problem, but rather an indicator that these young people have fundamental problems coping with stress and the difficulties of life in general?

At this stage, in my opinion, we should approach this problem as follows: there are people who turn to games to escape daily problems and, as a result, acquire another problem—addiction, in the worst case. Also, it is highly probable that there are people who did not have prior problems and developed a gaming addiction without them. Out of these two, my assumption is that the first case is more common than the second option, but there will certainly be both types of people in our population.

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