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.
The purpose of this study was to develop an instrument to assess video-gaming habits and pathological behavior in children. The Video Game Scale-For Children (VGS-C) was developed by adapting the VGS-For Adolescents (VGS-A). The final scale was composed of two sections: Section A, with unscored items, assessing a wide series of video-gaming habits, and Section B, with scored items, measuring pathological use of video games by adapting the DSM-5 criteria for Internet Gaming Disorder. Participants were 201 children attending primary school in Italy (47% males; mean age = 8.7 years). Concerning Section A, preferred video games, daily frequency of video-gaming, used devices, amount of time spent on video game sessions, gaming on Internet, preferred online video games, and social partners in playing video games, were analyzed. Regarding Section B, Confirmatory Factor Analysis attested the hypothesized one-factor structure, and an adequate reliability was found. The association of video-gaming habits with pathological video-gaming attested the validity of the scale. Tolerance and escape were the pathological symptoms more frequently experienced by children. Findings suggest that the VGS-C could be a valuable instrument to assess video-gaming habits and pathological behavior in children.
Loot Boxes (LBs), i.e., virtual items embedded within video games with numerous features reminiscent of gambling, are increasingly widespread among adolescents. LB use is associated with problem gambling in youth, but few studies have been conducted on the association between LB use and gambling behavior considering adolescents. Thus, the mechanisms underlying this relationship are not clear. As LB use is a significant and positive risk factor for video gaming severity, and video gaming is associated with problem gambling, we hypothesized that LB use would be related to gambling frequency and problem gambling through the intermediary role of video gaming frequency and problem video gaming. We tested our hypothesis before COVID-19-pandemic-related lockdown and during COVID-19-pandemic-related lockdown, in Italy. Study 1 was conducted with 1,078 high school students (39% boys, mean age = 16.46, SD = 1.28) before COVID-19-pandemic-related lockdown, and Study 2 was conducted with 1,204 high school students (57% boys, mean age = 15.62, SD = 0.64) during COVID-19-pandemic-related lockdown. A path analysis was carried out to analyze the significance of indirect effects from LB use to gambling behavior and problem gambling through video gaming and problem video gaming. In both the studies, results showed that LB use exerted significant and positive direct effects on video gaming frequency, problem video gaming, and gambling frequency. Moreover, LB use had indirect significant and positive effects on problem gambling through video gaming frequency, problem video gaming, and gambling frequency. Findings attest that LB use can be related to problem gambling through a greater involvement in videogames. Thus, a specific subtype of young gamblers can develop Gambling Disorder symptoms from the use of LBs and through an intense use of video games. Practical implications for prevention and treatment are discussed.
Introduction Nowadays, most of the research studies in the field of adolescent gambling are focused on individual factors related to problem gambling. The aim of this study was to test an integrated model to explain adolescent problem gambling involving both individual (i.e., correct gambling knowledge, superstitious thinking, and gambling-related cognitive distortions) and environmental factors (i.e., parental gambling frequency). In detail, the aim was to better understand the role of parental gambling behavior on adolescents’ gambling frequency and problem gambling severity, to draw indications for prevention. Methods Participants were 680 parents (36% men; Mage = 48.32, SD = 6.14 years) of 680 high school students (51% boys; Mage = 15.51, SD = .55 years) attending the second year of different high schools in Tuscany (Italy). Data collection occurred within the school prevention program PRIZE (Prevention of gambling risk among adolescents). Results A path model showed was conducted to detect direct and indirect effects from individual and environmental factors to gambling problem severity. Analyses showed that correct gambling knowledge and superstitious thinking were directly related–respectively in a negative and a positive direction–both to gambling-related cognitive distortions and adolescents’ gambling frequency. Parental gambling frequency was directly associated with adolescents’ gambling frequency. Correct gambling knowledge and superstitious thinking were indirectly related to adolescents’ gambling problem severity through the mediational role of gambling-related cognitive distortions and gambling frequency. Parental gambling frequency was indirectly linked to gambling problem severity by passing through adolescents’ gambling frequency. Conclusions The current cross-sectional results confirm that parental gambling behavior has an important role for adolescents’ gambling behavior and severity. Thus, results highlight the need for innovative prevention programs which involve adolescents’ adult reference figures and integrate the individual risk and protective factors with the environmental ones.
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