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Online Videogames Use and Anxiety in Children during the COVID-19 Pandemic.
De Pasquale, Concetta; Chiappedi, Matteo; Sciacca, Federica; Martinelli, Valentina; Hichy, Zira.
Afiliación
  • De Pasquale C; Department of Education Science, University of Catania, 90124 Catania, Italy.
  • Chiappedi M; Developmental Psychopathology Research Unit, IRCCS Mondino Foundation, 27100 Pavia, Italy.
  • Sciacca F; Department of Education Science, University of Catania, 90124 Catania, Italy.
  • Martinelli V; Department of Brain and Behavioral Sciences, University of Pavia, 27100 Pavia, Italy.
  • Hichy Z; Department of Education Science, University of Catania, 90124 Catania, Italy.
Children (Basel) ; 8(3)2021 Mar 08.
Article en En | MEDLINE | ID: mdl-33800320
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/F78/84; 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.
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Texto completo: 1 Colección: 01-internacional Base de datos: MEDLINE Tipo de estudio: Prognostic_studies / Risk_factors_studies Idioma: En Revista: Children (Basel) Año: 2021 Tipo del documento: Article País de afiliación: Italia Pais de publicación: CH / SUIZA / SUÍÇA / SWITZERLAND

Texto completo: 1 Colección: 01-internacional Base de datos: MEDLINE Tipo de estudio: Prognostic_studies / Risk_factors_studies Idioma: En Revista: Children (Basel) Año: 2021 Tipo del documento: Article País de afiliación: Italia Pais de publicación: CH / SUIZA / SUÍÇA / SWITZERLAND