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Internet AddictionNCT07174700

Prevalence of Behavioral Addiction and Its Relation With Psychological Disturbance

An observational study of Internet Addiction and Gaming Disorder, run by Zagazig University at 1 site in Egypt.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial summary

Internet usage has increased greatly. It is expected to be more than 4 billion by the end of this year. About 80% of them spend most of their internet time on social media, and are expected by 2026 to be about 50% of the total population to use social media at least once a month. Read more about this study

Who is it for?
Ages 18 to 27 yearsHealthy volunteers can take part
What is being tested?
Questionnaire
How many people
5,994 participants
Where
1 siteEgypt
Study dates
29 Jul 2025to 30 Dec 2025
Phase
Observational
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 18 to 27 years
  • All sexes
  • Healthy volunteers accepted
  • Adult

Study population: Medical students and interns in the Middle East countries are allowed in the study

Who may be able to join

  • Arabic Medical students and interns
  • Studying medicine in the Middle East countries
  • Have access to online platforms
  • Agree to participate in the study

Who cannot join

  • • Students or interns who refused to participate

Trial locations and contacts

1 site in 1 country.

Egypt1 site
  • Zagazig University Faculty of Medicine and Affiliated Hospital

    Zagazig

Other trials in Egypt

About this study

Official title: Prevalence of Internet, Gaming, and Porn Addiction and Their Relation With Increased Stress, Anxiety, and Depression Among Medical Students in the MENA Region, a Multinational Cross-sectional Study

Internet usage has increased greatly. It is expected to be more than 4 billion by the end of this year. About 80% of them spend most of their internet time on social media, and are expected by 2026 to be about 50% of the total population to use social media at least once a month. The internet is mainly used to connect with friends, relatives, learn new skills, or for entertainment, such as video gaming. However, with this increasing usage, internet addiction can easily increase.

Internet addiction or pathological internet use is defined as uncontrolled, excessive use of it, with uncontrolled time consuming that can cause distress and impairment. The prevalence of internet addiction varied between regions. A study in the seven countries in Europe reported a prevalence of addiction among adolescents to be 1%, and an additional 12.7% at risk of having addiction. In Turkey, a recent cross-sectional study found a prevalence of 18.3%. In the Middle East, the prevalence varied greatly from 0.9% to 33% among adolescents.

Read more

Additionally, internet video gaming is another addictive problem that can affect adolescents. A previous meta-analysis showed that gaming addiction prevalence ranged from 0.9% to 19.9%, with males being higher than females. Also, another study showed a prevalence of about 8.4% among Thailand medical students.

On the other hand, overuse of the internet can lead to an increase in problematic pornography use. Another study found a significant association between increased usage of the internet and pornography addiction (P value: <0.001). Additionally, previous studies showed a prevalence of porn addiction ranging from 3.2% to 16.6%. Also, a negative correlation between education level and porn addiction was observed.

All these behavioral addictions increase depression, anxiety, and stress for addicts. Several cross-sectional studies have assessed the positive correlation between either internet, gaming, or porn addiction, and an increase in anxiety and depression. However, to our knowledge, no single study has assessed these three addictive behaviors together with depression, anxiety, and stress in Arab countries.

Rational Medical students, in particular, use the internet frequently. Students use it in training, faculty assignments, research projects, and so on, which can make them depend greatly on the internet. This potentially can increase their addiction to the internet, subsequently increasing their addiction to video gaming and porn addiction. In the Middle East, few studies have tried to assess the prevalence of internet addiction and its association with increased depression, anxiety, and stress among medical students. Despite that, there is a lack of studies on gaming addiction and porn addiction.

The study aimed to assess the prevalence of internet addiction alongside video gaming and porn addiction among medical students and interns in the Middle East (MENA region). Also, the study aimed to assess the relationship of these three addictive behaviors with each other and their relationship with increased stress, anxiety, and depression among this population.

Being tested
Questionnaire
Medical subject headings
Internet Addiction Disorder

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • QuestionnaireOther

    An online questionnaire will be used to assess the prevalence of internet addiction, gaming addiction, and porn addiction, and their relation with stress, anxiety and depression

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. internet addiction

    We will use the Internet Addiction Scale (IAT). This scale is a 20-question Likert scale, and each question has six answer scales from 0 to 5 (Not applicable, rarely, occasionally, frequently, often, and always). This makes a range of scores from 0 to 100.

    The participants can be classified into normal usage, mild, moderate, and severe levels of addiction if they score (0-30), (31-49), (50-79), and (80-100), respectively.

    Measured: through study completion, an average of 6 months

  2. gaming addiction

    We will use the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF) This scale consists of a 9-question Likert Scale. Each question has five answers, scored from 1 to 5. Total score ranges from 9 to 45, with a higher score indicating a higher level of gaming disorder.

    Measured: through study completion, an average of 6 months

  3. porn addicton

    The Problematic Pornography Consumption Scale (PPCS) will be used, which consists of an 18-question Likert Scale. Each question consists of 7 answers, and their scores range from 1-7. A total score ranges from 18-126, with higher levels indicating a higher level of porn addiction. A 76 score will be used as a cut-off value to indicate a high risk of porn addiction.

    Measured: through study completion, an average of 6 months

Secondary outcomes (3)
  1. Anxiety

    The GAD-7 scale was used to assess the level of anxiety. This scale consists of a 7-question Likert scale, each one has four answers scored from 0-3, making a range of scores from 0-21.

    Students can be classified into minimal, mild, moderate, and severe levels of anxiety if they score (0-4), (5-9), (10-14), and (15-21), respectively.

    Measured: through study completion, an average of 6 months

  2. Depression

    The PHQ-9 was used to assess the level of depression. A 9-question Likert scale with four answers for each question. Scores range from 0-3, making the range of scores from 0-27.

    Students can be classified into minimal, mild, moderate, moderately severe, and severe levels of depression if they score (0-4), (5-9), (10-14), (15-19), and (20-27), respectively.

    Measured: through study completion, an average of 6 months

  3. Stress

    The PSS-10 was used to assess the stress level. A 10-question Likert Scale, and each question has 5 answers, which score from 0-4. A total score ranges from 0-40.

    Students can be classified into mild, moderate, and severe levels of stress if they score (0-13), (14-26), and (27-40), respectively.

    Measured: through study completion, an average of 6 months

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted16 Sep 2025
  2. Study start29 Jul 2025
  3. Primary completion30 Nov 2025
  4. Study completion30 Dec 2025

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Observational
Observational model
Cohort
Time perspective
Cross-sectional
Enrolment
5,994 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT07174700
Sponsor's protocol ID
ZU-IRB # 1547/29-July-2025
Status last verified
Aug 2026
First submitted
26 Aug 2025
Last updated
1 Sep 2026
Results posted
No

Questions about this trial

What is this clinical trial studying?

An observational study of Internet Addiction and Gaming Disorder, run by Zagazig University at 1 site in Egypt.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 4 inclusion and 1 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 1 Sep 2026. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in Egypt. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

internet addiction (time frame: through study completion, an average of 6 months). The study lists 3 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?
Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 1 Sep 2026; AzTrials last refreshed its copy on 8 Nov 2026.

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