Abstract 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 frst- 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 classifed 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 fndings indicate that video gaming and gambling are common leisure times among adolescent students. However, a small but signifcant minority of these adolescents met the criteria for either severe problem gaming or gambling or both
Prevalence and types of video gaming and gambling activities among adolescent public school students: findings from a cross-sectional study in Italy
Cena, Loredana
Writing – Review & Editing
;Rota, MatteoFormal Analysis
;Calza, StefanoFormal Analysis
;Trainini, AliceMembro del Collaboration Group
;Zecca, SaraMembro del Collaboration Group
;Stefana, AlbertoWriting – Review & Editing
2022-01-01
Abstract
Abstract 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 frst- 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 classifed 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 fndings indicate that video gaming and gambling are common leisure times among adolescent students. However, a small but signifcant minority of these adolescents met the criteria for either severe problem gaming or gambling or bothFile | Dimensione | Formato | |
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