Trends and correlates of the time spent playing videogames in Italian children and adolescents
Background: The use of electronic devices and screen-time behaviours among young people have increased in the last two decades. However, empirical evidence on trends in time spent playing videogames among Italian youths is lacking. The present study examined trends and correlates of the time spent b...
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Format: | Article |
Language: | English |
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University of Messina
2021-12-01
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Series: | Mediterranean Journal of Clinical Psychology |
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Online Access: | https://cab.unime.it/journals/index.php/MJCP/article/view/3059 |
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author | Simone Amendola |
author_facet | Simone Amendola |
author_sort | Simone Amendola |
collection | DOAJ |
description | Background: The use of electronic devices and screen-time behaviours among young people have increased in the last two decades. However, empirical evidence on trends in time spent playing videogames among Italian youths is lacking. The present study examined trends and correlates of the time spent by children and adolescents playing videogames in Italy between 2006 and 2014.
Methods: Data from the cross-sectional Italian Health School-aged Children (2006-2010-2014) study was used. The sample comprised 12,748 children and adolescents (Mage = 13.63, SD = 1.66; 50.2% males, n = 6,398). Ordinal regression models were used to analyse the data and odds ratios were reported.
Results: The time spent playing videogames increased significantly between 2006 and 2014. In particular, children and adolescents who played videogames three hours a day or more consistently increased over time (boys: from 16.6% in 2006 to 25.8% in 2014; girls: from 3.6% in 2006 to 20.8% in 2014). The results of the analyses showed associations between time spent playing videogames and sociodemographic and school characteristics, such as, age, gender, family socio-economic status, physical activity and body mass index, poor school engagement and students’ acceptance. Furthermore, bullying episodes, psychological and somatic complaints were associated with the time that children and adolescents spent playing videogames.
Conclusion: From a public health perspective, the results highlight the need to monitor the increasing excessive videogame use among young people in Italy. |
first_indexed | 2024-04-12T18:39:16Z |
format | Article |
id | doaj.art-1063d3f74ad042f4bb1c0d114b79af1d |
institution | Directory Open Access Journal |
issn | 2282-1619 |
language | English |
last_indexed | 2024-04-12T18:39:16Z |
publishDate | 2021-12-01 |
publisher | University of Messina |
record_format | Article |
series | Mediterranean Journal of Clinical Psychology |
spelling | doaj.art-1063d3f74ad042f4bb1c0d114b79af1d2022-12-22T03:20:50ZengUniversity of MessinaMediterranean Journal of Clinical Psychology2282-16192021-12-019310.13129/2282-1619/mjcp-30592631Trends and correlates of the time spent playing videogames in Italian children and adolescentsSimone Amendola0Dynamic and Clinical Psychology, and Health Studies, Sapienza University of Rome, RomeBackground: The use of electronic devices and screen-time behaviours among young people have increased in the last two decades. However, empirical evidence on trends in time spent playing videogames among Italian youths is lacking. The present study examined trends and correlates of the time spent by children and adolescents playing videogames in Italy between 2006 and 2014. Methods: Data from the cross-sectional Italian Health School-aged Children (2006-2010-2014) study was used. The sample comprised 12,748 children and adolescents (Mage = 13.63, SD = 1.66; 50.2% males, n = 6,398). Ordinal regression models were used to analyse the data and odds ratios were reported. Results: The time spent playing videogames increased significantly between 2006 and 2014. In particular, children and adolescents who played videogames three hours a day or more consistently increased over time (boys: from 16.6% in 2006 to 25.8% in 2014; girls: from 3.6% in 2006 to 20.8% in 2014). The results of the analyses showed associations between time spent playing videogames and sociodemographic and school characteristics, such as, age, gender, family socio-economic status, physical activity and body mass index, poor school engagement and students’ acceptance. Furthermore, bullying episodes, psychological and somatic complaints were associated with the time that children and adolescents spent playing videogames. Conclusion: From a public health perspective, the results highlight the need to monitor the increasing excessive videogame use among young people in Italy.https://cab.unime.it/journals/index.php/MJCP/article/view/3059videogame usesedentary behaviourscreen-time behaviouradolescencetime trends. |
spellingShingle | Simone Amendola Trends and correlates of the time spent playing videogames in Italian children and adolescents Mediterranean Journal of Clinical Psychology videogame use sedentary behaviour screen-time behaviour adolescence time trends. |
title | Trends and correlates of the time spent playing videogames in Italian children and adolescents |
title_full | Trends and correlates of the time spent playing videogames in Italian children and adolescents |
title_fullStr | Trends and correlates of the time spent playing videogames in Italian children and adolescents |
title_full_unstemmed | Trends and correlates of the time spent playing videogames in Italian children and adolescents |
title_short | Trends and correlates of the time spent playing videogames in Italian children and adolescents |
title_sort | trends and correlates of the time spent playing videogames in italian children and adolescents |
topic | videogame use sedentary behaviour screen-time behaviour adolescence time trends. |
url | https://cab.unime.it/journals/index.php/MJCP/article/view/3059 |
work_keys_str_mv | AT simoneamendola trendsandcorrelatesofthetimespentplayingvideogamesinitalianchildrenandadolescents |