It is mainly children and adolescents who are involved in video gaming. The lockdown caused by the COVID-19 pandemic may have further increased their use of video games and, consequently, the risk of gaming disorder (GD) symptoms. However, currently, we do not have exhaustive knowledge of this issue. To fill this gap, the current study aims to analyze video gaming habits in children and adolescents during the lockdown, starting in March 2020 in Italy, the first European country affected by the pandemic. Specifically, we aim to understand how variables related to parents—for instance, knowledge of their offspring’s life, the monitoring of their video gaming habits, and parental use of video games—are related to their offspring’s time spent on video games and GD symptoms. A web-based survey involving parents (n = 554, 79% mothers, mean age = 45.39) of 554 children and adolescents (73% males, mean age = 11.11) was utilized. The results showed that they were involved in video games, particularly boys and adolescents, with high rates of GD symptoms. The parents also spent a considerable amount of time playing video games. A path model that explained the mechanisms through which parental variables were related to their offspring’s time spent on video games and GD symptoms, controlling for gender and age, was verified. Overall, the findings indicate the importance of educating parents to behave effectively with respect to video games and monitor their offspring’s video gaming habits.
Boredom is an unpleasant experience caused by the lack of being engaged in satisfying activities. It can be caused by external circumstances (state boredom, SB) or by individual determinants (trait boredom, TB). Although several studies have attested the impact of boredom on adolescents' risk-taking behaviours, the relationships between boredom and problematic Facebook use (PFU), which has grown exponentially among adolescents, have not been deeply analysed to date. This study aimed at exploring a possible mechanism through which TB, PFU, and SB are related. We hypothesised and tested the mediating role of PFU in the relationship between TB and SB. Participants were 204 Italian adolescents (57% male, M age = 17.13, SD = 1.61). Analyses showed a significant positive indirect effect of TB on SB through PFU that acted as a mediator. Specifically, individual sensitivity to boredom may enhance the likelihood that teenagers employ Facebook excessively and in addictive way; in turn, PFU may enhance adolescents' situational experience of boredom. Although preliminary, findings indicate the need to further investigate the relationship between TB, PFU, and SB in youth.
Several studies show that many adolescents gamble and a considerable proportion of them develop pathological gambling behavior. It has been shown that adolescents often have erroneous gambling knowledge, for example they are not aware of the technical definition of gambling activities or perceive gambling as a social and recreational activity. Nevertheless, nowadays there is a lack of measurement tools with adequate psychometric properties to assess gambling knowledge in adolescents. For this reason, the aim of the present study was to develop a new instrument able to evaluate this specific construct with a sample of Italian adolescents, the Gambling Related Knowledge Scale -For Adolescents (GRKS-A). In order to develop the scale and test its psychometric properties, 445 Italian adolescents participated in the study. The final version of the scale was composed of 8 items. Analyses confirmed the adequacy of the one-factor model and the reliability of this short scale. Support for the validity was also provided by obtaining significant and negative correlations with cognitive distortions, gambling economic perception, and gambling frequency. Moreover, the additional predictive power of GRKS-A on gambling frequency -with respect to the other variables -was demonstrated. Overall, findings support the suitability of the GRKS-A to measure gambling-related knowledge in research and practice involving adolescents.
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