Assessing the Impact of Video Games on Social Interactions and Isolation Among Male Students in Various Universities in Riyadh, Saudi Arabia.
Layan D Alshehri, Nawaf Alnuwaysir, Kady Alsarhan, Amaal M AlQahtani, Aryam F Almutairi, Nouf A Zurayyir, Maha A Alanazi, Rola Alasmari, Leen D Alajmi, Jana A Alhulayyil, Shahad Z Alsharif, Dalia W Alqahtani, Lujain M Alwadani
Abstract
Open AccessBackground and objective Video gaming (VG) has become a global phenomenon. Prolonged gaming can lead to a loss of control and prioritization of gaming over daily activities, a condition known as gaming disorder, which may reduce social interactions and influence how individuals relate to others. This study aimed to evaluate awareness and perceptions of the effects of video gaming on mental well-being. Additionally, it sought to examine the duration and frequency of gaming and their association with the severity of social isolation and loneliness. Methods We conducted a cross-sectional, questionnaire-based study involving 1,279 male students across different universities in Riyadh. The questionnaire was organized into five sections, covering areas such as sociodemographic characteristics and knowledge regarding the effects of gaming on social isolation. Data were collected for the period from October 2024 until April 2025. Results A total of 1,071 students reported playing video games, with 52.85% acknowledging that video game players tend to be socially isolated. The majority of participants were from Science colleges (23.25%), and approximately 42.86% reported spending two to four hours per day gaming. Computers and tablets emerged as the most commonly used devices (41.13%). Notably, 69% of students were aware of the negative impact of video gaming on social interactions. A significant association was observed between the number of daily gaming hours and the level of social isolation (p<0.0001). Conclusions The study emphasizes the need for public health intervention that promotes a more balanced relationship between video gaming and real-life engagement. It recommends collaboration between universities and policymakers to raise awareness of the potential risks associated with video gaming and to promote a healthier balance between digital activities and in-person social interaction.