De Pasquale Concetta, Chiappedi Matteo, Sciacca Federica, Martinelli Valentina, Hichy Zira
Department of Education Science, University of Catania, 90124 Catania, Italy.
Developmental Psychopathology Research Unit, IRCCS Mondino Foundation, 27100 Pavia, Italy.
Children (Basel). 2021 Mar 8;8(3):205. doi: 10.3390/children8030205.
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'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 ( = 0.01). Further research is needed to confirm these data and to maximize the developmentally positive effects of videogames and preventing the negative consequences.
电子游戏在儿童和青少年中的使用持续增加,其对健康的影响尚不确定。本研究旨在评估意大利儿童在新冠疫情期间电子游戏的使用和成瘾情况,以及它们与焦虑症状的关联。162名儿童(男/女:78/84;年龄范围:8至10岁;平均年龄9.4±0.7岁)完成了儿童电子游戏成瘾量表(VASC)、焦虑与抑郁测试(TAD)以及儿童焦虑量表-状态版(CAM-S)。还收集了人口统计学变量以及电子工具使用情况和游戏偏好的数据。总体而言,96.3%的研究参与者表示可以使用一种或多种设备。他们报告的电子游戏成瘾风险较低(VASC评分(均值±标准差):46.7±15.4),特质焦虑水平中等(TAD评分(均值±标准差):135±16.8),状态焦虑较低(CAM-S评分(均值±标准差):2.2±2.1)。男性报告花在电子游戏上的时间更多,感觉自我控制能力更强,且更容易受到强化机制的影响;女性描述的特质焦虑水平更高。在回归分析中,状态焦虑是电子游戏使用和成瘾的一个预测因素(P = 0.01)。需要进一步的研究来证实这些数据,并最大限度地发挥电子游戏的积极发展影响,防止负面后果。