2021
DOI: 10.3390/children8030205
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Online Videogames Use and Anxiety in Children during the COVID-19 Pandemic

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’… Show more

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Cited by 35 publications
(39 citation statements)
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“…Following these premises, the general goal of this study is to exploit the lockdown period in Italy (the first European country to be affected by the virus in March 2020 and the first to adopt restrictive measures of social distancing) to more deeply understand video gaming behavior in children and adolescents in order to gain information regarding gaming prevention. To the best of our knowledge, only one previous study has been conducted on video gaming in juveniles in Italy during the COVID-19 pandemic, focusing only on children aged from 8 to 10 years old [ 49 ]. This study showed that 96% of children played video games; however, it was conducted between September and November 2020, thus during the second wave of the pandemic, when there was only a partial lockdown, without school closures, and the sample size was relatively small.…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…Following these premises, the general goal of this study is to exploit the lockdown period in Italy (the first European country to be affected by the virus in March 2020 and the first to adopt restrictive measures of social distancing) to more deeply understand video gaming behavior in children and adolescents in order to gain information regarding gaming prevention. To the best of our knowledge, only one previous study has been conducted on video gaming in juveniles in Italy during the COVID-19 pandemic, focusing only on children aged from 8 to 10 years old [ 49 ]. This study showed that 96% of children played video games; however, it was conducted between September and November 2020, thus during the second wave of the pandemic, when there was only a partial lockdown, without school closures, and the sample size was relatively small.…”
Section: Introductionmentioning
confidence: 99%
“…All the variables described above were analyzed separately for children and adolescents in order to obtain better evidence on age-related specificities. We also took gender into account in each group given the significant role of gender in video gaming behavior in both children and adolescents [ 20 , 21 , 22 , 41 , 42 ], also in the specific time of the COVID-19 pandemic [ 47 , 48 , 49 ].…”
Section: Introductionmentioning
confidence: 99%
“…One study conducted in Iran suggested that IGD significantly affected depression and anxiety among adolescents during the COVID-19 pandemic [ 17 ], and a recent study conducted in China reported an increased prevalence of IGD among adolescents after the outbreak of the COVID-19 pandemic [ 18 ]. In Italy, anxiety was found to be a predictor for online videogame and addiction [ 19 ], and a study from Japan indicated an increased prevalence of IGD, especially in the younger population [ 20 ]. In addition, one study from Hong Kong indicated that female children and adolescents felt more loneliness during the pandemic, while showing a significant relationship between loneliness and gaming addiction [ 21 ].…”
Section: Introductionmentioning
confidence: 99%
“…The university population increased its consumption of social networks and video games (Gómez-Galán, Ángel Martínez-López, Lázaro-Pérez, & García-Cabrero, 2021). The pandemic, therefore, may have contributed to the increase in the factors risk in video game addiction among students (Pasquale, Chiappedi, Sciacca, Martinelli, & Hichy, 2021). This makes it essential to determine and describe this situation to get information from those months and subsequent comparative studies.…”
Section: Introductionmentioning
confidence: 99%