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
Summary
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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