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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Main Authors: Concetta De Pasquale, Matteo Chiappedi, Federica Sciacca, Valentina Martinelli, Zira Hichy
Format: Article
Language:English
Published: MDPI AG 2021-03-01
Series:Children
Subjects:
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.
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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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AT federicasciacca onlinevideogamesuseandanxietyinchildrenduringthecovid19pandemic
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