Abstract Background: This study explored the influence of sociodemographic, academic, and emotional/behavioral factors on nonpathological video gaming and gambling among adolescent students in Italy. Methods: A sample of 477 students (median age = 16 years; 70% female) completed an online questionnaire during school time. Participants had no gaming or gambling disorders. Relationships between risk factors and gaming/gambling behaviors were analyzed using univariate and multivariate logistic regression models. Results: 56% of participants engaged in video gaming, with 29% also gambling. 21% exclusively gambled, and 77% of them also played video games. Video gaming was less common among females, non-Italians, high school students, and those with high anxiety/depression levels. It was more common among gamblers and those with social problems. Gambling was less frequent among females but more so among older adolescents and video gamers. Combined activities were less common for females and those with high anxiety/depression, but more common for those with social problems. Conclusions: Male adolescents were more inclined toward gambling and video gaming. Those with social challenges preferred video games, while older adolescents leaned more towards gambling. Future research should examine the nuances between non-problematic gambling/gaming and their potential long-term impacts.
Alberto Stefana, Matteo Rota, Alice Trainini, Sara Zecca, Sofia Bonetti Zappa, Loredana Cena Risk factors for nonpathological video game playing and gambling among adolescents: Results of a multicenter survey
Alberto Stefana
Writing – Original Draft Preparation
;Matteo RotaFormal Analysis
;Alice TraininiData Curation
;Sara ZeccaData Curation
;Sofia Bonetti ZappaData Curation
;Loredana CenaWriting – Review & Editing
2025-01-01
Abstract
Abstract Background: This study explored the influence of sociodemographic, academic, and emotional/behavioral factors on nonpathological video gaming and gambling among adolescent students in Italy. Methods: A sample of 477 students (median age = 16 years; 70% female) completed an online questionnaire during school time. Participants had no gaming or gambling disorders. Relationships between risk factors and gaming/gambling behaviors were analyzed using univariate and multivariate logistic regression models. Results: 56% of participants engaged in video gaming, with 29% also gambling. 21% exclusively gambled, and 77% of them also played video games. Video gaming was less common among females, non-Italians, high school students, and those with high anxiety/depression levels. It was more common among gamblers and those with social problems. Gambling was less frequent among females but more so among older adolescents and video gamers. Combined activities were less common for females and those with high anxiety/depression, but more common for those with social problems. Conclusions: Male adolescents were more inclined toward gambling and video gaming. Those with social challenges preferred video games, while older adolescents leaned more towards gambling. Future research should examine the nuances between non-problematic gambling/gaming and their potential long-term impacts.| File | Dimensione | Formato | |
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Risk factors for nonpathological video game playing and gambling among adolescents Results.pdf
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