Table 1.
Sociodemographic Profiles of Participants (n = 237).
Characteristics | n | % | Median (IQR) |
---|---|---|---|
Gender | |||
Male | 72 | 30.4 | |
Female | 165 | 69.6 | |
Age in years | 21.00 (3.0) | ||
19 | 37 | 15.6 | |
20 | 46 | 19.4 | |
21 | 37 | 15.6 | |
22 | 35 | 14.8 | |
23 | 45 | 19.0 | |
24 | 34 | 14.3 | |
25 | 2 | 0.8 | |
26 | 0 | 0 | |
27 | 1 | 0.4 | |
Religion | |||
Muslim | 237 | 100 | |
Ethnicity | |||
Malay | 235 | 99.2 | |
Chinese | 0 | 0 | |
Indian | 1 | 0.4 | |
Others | 1 | 0.4 | |
Marital status | |||
Single | 234 | 98.7 | |
Married | 3 | 1.3 | |
Divorced | 0 | 0 | |
Hometown | |||
Rural | 96 | 40.5 | |
Urban | 141 | 59.5 | |
Parental household income | |||
<RM 2000 | 34 | 14.3 | |
>RM 2000 | 203 | 85.7 | |
Academic years | |||
Pre-clinical | 119 | 50.2 | |
Clinical | 118 | 49.8 | |
Supplementary exam | |||
Yes | 9 | 3.8 | |
No | 228 | 96.2 | |
Total screen time (hours/day) | |||
<7 h | 46 | 19.4 | |
>7 h | 191 | 80.6 | |
Type of gadget | |||
Computer | 18 | 7.6 | |
Laptop | 218 | 92.0 | |
Smartphone | 236 | 99.6 | |
Tablets | 100 | 42.1 | |
Video game console | 21 | 8.9 | |
Ownership of gadget | |||
Personally owned | 232 | 97.9 | |
Shared with others | 5 | 2.1 | |
Internet accessibility | |||
At home | 237 | 100 | |
Library | 32 | 13.5 | |
Cybercafé | 7 | 3.0 | |
Hostel | 140 | 59.1 | |
Faculty | 125 | 52.7 | |
Public areas | 71 | 30.0 | |
Purpose(s) of using internet | |||
Education | 57 | 24.1 | |
Social networking | 228 | 96.2 | |
Online gaming | 89 | 37.6 | |
Internet chatting | 234 | 98.7 | |
Online shopping | 187 | 78.9 | |
Blogs | 25 | 10.5 | |
Sexual activities | 3 | 1.3 | |
Surfing for leisure | 144 | 60.8 | |
160 | 67.5 | ||
Social media ownership | |||
200 | 84.4 | ||
147 | 62.0 | ||
217 | 91.6 | ||
234 | 98.7 | ||
YouTube | 190 | 80.2 | |
6 | 2.5 | ||
Others | 56 | 23.6 | |
Video game genre | |||
Not playing video game | 95 | 41.4 | |
MMORPG | 57 | 24.1 | |
Action/adventure | 35 | 14.8 | |
First-person shooter | 46 | 19.4 | |
Sports | 24 | 10.1 | |
Rhythm | 18 | 7.6 | |
Driving | 25 | 10.5 | |
Real time strategy | 48 | 10.2 | |
Puzzle | 58 | 24.5 | |
Board & card games | 38 | 16.0 | |
Gambling | 5 | 2.1 |
Abbreviations: RM, Malaysian Ringgit; MMORPG, Massively Multiplayer Online Role-Playing Game.