Online Videogames Use and Anxiety in Children during the COVID-19 Pandemic
Videogames use has constantly increased among children and adolescents, with uncertain consequences on their health. This study aimed to assess the prevalence of videogames use and addiction in a sample of Italian children during the COVID-19 pandemic and their association with anxiety symptoms. One...
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Format: | Article |
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MDPI AG
2021-03-01
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Series: | Children |
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Online Access: | https://www.mdpi.com/2227-9067/8/3/205 |
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author | Concetta De Pasquale Matteo Chiappedi Federica Sciacca Valentina Martinelli Zira Hichy |
author_facet | Concetta De Pasquale Matteo Chiappedi Federica Sciacca Valentina Martinelli Zira Hichy |
author_sort | Concetta De Pasquale |
collection | DOAJ |
description | Videogames use has constantly increased among children and adolescents, with uncertain consequences on their health. This study aimed to assess the prevalence of videogames use and addiction in a sample of Italian children during the COVID-19 pandemic and their association with anxiety symptoms. One hundred and sixty-two children (M/F:78/84; age range: 8–10 years; average age 9.4 ± 0.7 years) completed the Videogame Addiction Scale for Children (VASC), the Test of Anxiety and Depression (TAD) and the Children’s Anxiety Meter—State (CAM-S). Demographic variables and data on the access to electronic tools and games preferences were also collected. Overall, 96.3% of the study participants stated to have access to one or more device. They reported a low risk of videogame addiction (VASC score (mean ± SD): 46.7 ± 15.4), a moderate level of trait anxiety (TAD score (mean ± SD): 135 ± 16.8) and a low state anxiety (CAM-S score (mean ± SD): 2.2 ± 2.1). Males reported to spend more time on videogames, to perceive higher self-control and to be more influenced by reinforcement mechanisms; females described higher levels of trait anxiety. In the regression analysis, state anxiety was a predictor of videogame use and addiction (<i>p</i> = 0.01). Further research is needed to confirm these data and to maximize the developmentally positive effects of videogames and preventing the negative consequences. |
first_indexed | 2024-03-09T05:00:11Z |
format | Article |
id | doaj.art-81f414f0fbd744a08901faee9fcfde1f |
institution | Directory Open Access Journal |
issn | 2227-9067 |
language | English |
last_indexed | 2024-03-09T05:00:11Z |
publishDate | 2021-03-01 |
publisher | MDPI AG |
record_format | Article |
series | Children |
spelling | doaj.art-81f414f0fbd744a08901faee9fcfde1f2023-12-03T13:01:11ZengMDPI AGChildren2227-90672021-03-018320510.3390/children8030205Online Videogames Use and Anxiety in Children during the COVID-19 PandemicConcetta De Pasquale0Matteo Chiappedi1Federica Sciacca2Valentina Martinelli3Zira Hichy4Department of Education Science, University of Catania, 90124 Catania, ItalyDevelopmental Psychopathology Research Unit, IRCCS Mondino Foundation, 27100 Pavia, ItalyDepartment of Education Science, University of Catania, 90124 Catania, ItalyDepartment of Brain and Behavioral Sciences, University of Pavia, 27100 Pavia, ItalyDepartment of Education Science, University of Catania, 90124 Catania, ItalyVideogames use has constantly increased among children and adolescents, with uncertain consequences on their health. This study aimed to assess the prevalence of videogames use and addiction in a sample of Italian children during the COVID-19 pandemic and their association with anxiety symptoms. One hundred and sixty-two children (M/F:78/84; age range: 8–10 years; average age 9.4 ± 0.7 years) completed the Videogame Addiction Scale for Children (VASC), the Test of Anxiety and Depression (TAD) and the Children’s Anxiety Meter—State (CAM-S). Demographic variables and data on the access to electronic tools and games preferences were also collected. Overall, 96.3% of the study participants stated to have access to one or more device. They reported a low risk of videogame addiction (VASC score (mean ± SD): 46.7 ± 15.4), a moderate level of trait anxiety (TAD score (mean ± SD): 135 ± 16.8) and a low state anxiety (CAM-S score (mean ± SD): 2.2 ± 2.1). Males reported to spend more time on videogames, to perceive higher self-control and to be more influenced by reinforcement mechanisms; females described higher levels of trait anxiety. In the regression analysis, state anxiety was a predictor of videogame use and addiction (<i>p</i> = 0.01). Further research is needed to confirm these data and to maximize the developmentally positive effects of videogames and preventing the negative consequences.https://www.mdpi.com/2227-9067/8/3/205videogamesinternet gaming disorderanxiety |
spellingShingle | Concetta De Pasquale Matteo Chiappedi Federica Sciacca Valentina Martinelli Zira Hichy Online Videogames Use and Anxiety in Children during the COVID-19 Pandemic Children videogames internet gaming disorder anxiety |
title | Online Videogames Use and Anxiety in Children during the COVID-19 Pandemic |
title_full | Online Videogames Use and Anxiety in Children during the COVID-19 Pandemic |
title_fullStr | Online Videogames Use and Anxiety in Children during the COVID-19 Pandemic |
title_full_unstemmed | Online Videogames Use and Anxiety in Children during the COVID-19 Pandemic |
title_short | Online Videogames Use and Anxiety in Children during the COVID-19 Pandemic |
title_sort | online videogames use and anxiety in children during the covid 19 pandemic |
topic | videogames internet gaming disorder anxiety |
url | https://www.mdpi.com/2227-9067/8/3/205 |
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