Online Videogames Use and Anxiety in Children during the COVID-19 Pandemic.
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.
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