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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Main Author: Simone Amendola
Format: Article
Language:English
Published: University of Messina 2021-12-01
Series:Mediterranean Journal of Clinical Psychology
Subjects:
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.
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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