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Prevalence and types of video gaming and gambling activities among adolescent public school students: findings from a cross-sectional study in Italy
Adolescence is characterized by emotional instability and risk-taking behaviours that can lead to, among other things, an increased risk of developing pathological video-gaming and gambling habits. The aim of this Study is to assess the prevalence and type of video gaming and gambling habits in adol...
Autores principales: | , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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BioMed Central
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9233831/ https://www.ncbi.nlm.nih.gov/pubmed/35752819 http://dx.doi.org/10.1186/s13052-022-01299-2 |
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author | Cena, Loredana Rota, Matteo Calza, Stefano Trainini, Alice Zecca, Sara Zappa, Sofia Bonetti Nodari, Luisa Silvia Stefana, Alberto |
author_facet | Cena, Loredana Rota, Matteo Calza, Stefano Trainini, Alice Zecca, Sara Zappa, Sofia Bonetti Nodari, Luisa Silvia Stefana, Alberto |
author_sort | Cena, Loredana |
collection | PubMed |
description | Adolescence is characterized by emotional instability and risk-taking behaviours that can lead to, among other things, an increased risk of developing pathological video-gaming and gambling habits. The aim of this Study is to assess the prevalence and type of video gaming and gambling habits in adolescent students attending Italian upper-secondary schools. The cross-sectional study was conducted via an online survey using validated questionnaires. The primary outcome measures were the prevalence of past-year video gaming and gambling activities. The sample consisted of 502 adolescent students from first- and second-grade secondary schools. A total of 40.8% of participants were video gamers, 4.8% were gamblers, 17.8% were both video gamers and gamblers, and the remaining 36.6% were not players. Among participants who reported video gaming activity (n = 294), 68.0% were classified as nonproblem gamers, 24.5% as at-risk gamers, and 7.5% as disordered video gamers. Among the participants who reported gambling activity (n = 113), 85.8% were not problematic gamblers, 8.9% were at-risk gamblers, and 5.3% were pathological gamblers. Only 0.2% of all subjects met the criteria for both pathological gambling and pathological video game use. The findings indicate that video gaming and gambling are common leisure times among adolescent students. However, a small but significant minority of these adolescents met the criteria for either severe problem gaming or gambling or both. |
format | Online Article Text |
id | pubmed-9233831 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | BioMed Central |
record_format | MEDLINE/PubMed |
spelling | pubmed-92338312022-06-27 Prevalence and types of video gaming and gambling activities among adolescent public school students: findings from a cross-sectional study in Italy Cena, Loredana Rota, Matteo Calza, Stefano Trainini, Alice Zecca, Sara Zappa, Sofia Bonetti Nodari, Luisa Silvia Stefana, Alberto Ital J Pediatr Letter to the Editor Adolescence is characterized by emotional instability and risk-taking behaviours that can lead to, among other things, an increased risk of developing pathological video-gaming and gambling habits. The aim of this Study is to assess the prevalence and type of video gaming and gambling habits in adolescent students attending Italian upper-secondary schools. The cross-sectional study was conducted via an online survey using validated questionnaires. The primary outcome measures were the prevalence of past-year video gaming and gambling activities. The sample consisted of 502 adolescent students from first- and second-grade secondary schools. A total of 40.8% of participants were video gamers, 4.8% were gamblers, 17.8% were both video gamers and gamblers, and the remaining 36.6% were not players. Among participants who reported video gaming activity (n = 294), 68.0% were classified as nonproblem gamers, 24.5% as at-risk gamers, and 7.5% as disordered video gamers. Among the participants who reported gambling activity (n = 113), 85.8% were not problematic gamblers, 8.9% were at-risk gamblers, and 5.3% were pathological gamblers. Only 0.2% of all subjects met the criteria for both pathological gambling and pathological video game use. The findings indicate that video gaming and gambling are common leisure times among adolescent students. However, a small but significant minority of these adolescents met the criteria for either severe problem gaming or gambling or both. BioMed Central 2022-06-25 /pmc/articles/PMC9233831/ /pubmed/35752819 http://dx.doi.org/10.1186/s13052-022-01299-2 Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/ (https://creativecommons.org/publicdomain/zero/1.0/) ) applies to the data made available in this article, unless otherwise stated in a credit line to the data. |
spellingShingle | Letter to the Editor Cena, Loredana Rota, Matteo Calza, Stefano Trainini, Alice Zecca, Sara Zappa, Sofia Bonetti Nodari, Luisa Silvia Stefana, Alberto Prevalence and types of video gaming and gambling activities among adolescent public school students: findings from a cross-sectional study in Italy |
title | Prevalence and types of video gaming and gambling activities among adolescent public school students: findings from a cross-sectional study in Italy |
title_full | Prevalence and types of video gaming and gambling activities among adolescent public school students: findings from a cross-sectional study in Italy |
title_fullStr | Prevalence and types of video gaming and gambling activities among adolescent public school students: findings from a cross-sectional study in Italy |
title_full_unstemmed | Prevalence and types of video gaming and gambling activities among adolescent public school students: findings from a cross-sectional study in Italy |
title_short | Prevalence and types of video gaming and gambling activities among adolescent public school students: findings from a cross-sectional study in Italy |
title_sort | prevalence and types of video gaming and gambling activities among adolescent public school students: findings from a cross-sectional study in italy |
topic | Letter to the Editor |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9233831/ https://www.ncbi.nlm.nih.gov/pubmed/35752819 http://dx.doi.org/10.1186/s13052-022-01299-2 |
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