Abstract

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 (p = 0.01). Further research is needed to confirm these data and to maximize the developmentally positive effects of videogames and preventing the negative consequences.

Highlights

  • Over the last decade, the amount of time that children and adolescents spend online playing videogames has constantly increased [1]

  • We investigated the prevalence of trait and state anxiety symptoms, given their possible increase related to the COVID-19 pandemic, and their association to videogames use

  • We found an average score at the Videogame Addiction Scale for Children (VASC) of 46.7 (SD: 15.4), indicating a low risk of videogame addiction; the average score at the Test of Anxiety and Depression (TAD) was 135 (SD 16.8), indicating a moderate level of pathological trait anxiety; as for the Children’s Anxiety Meter—State (CAM-S), a low level of state anxiety was reported

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Summary

Introduction

The amount of time that children and adolescents spend online playing videogames has constantly increased [1]. Previous studies found positive effects of online gaming in children, including distraction from pre-operative anxiety [3,4], motivational treatment of obesity [5], autism [6,7,8], amblyopia [9,10], psychiatric disorders [11], non-pharmacological treatment of cancer-related symptoms [12], improvement of intrinsic motivation [13], visual attention [14,15], visuospatial ability and speed of navigation [16] and physical activity [17]. According to the United Nations Children’s Fund (UNICEF), millions of children are currently exposed to the growing risks associated with the virtual world [22]

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