Department of Clinical and Experimental Sciences, Section of Neuroscience, Observatory of Perinatal Clinical Psychology, University of Brescia, viale Europa, 11 - 25123, Brescia, Italy.
Units of Biostatistics and Biomathematics and Bioinformatics, Department of Molecular and Translational Medicine, University of Brescia, Brescia, Italy.
Ital J Pediatr. 2022 Jun 25;48(1):108. doi: 10.1186/s13052-022-01299-2.
Adolescence is characterized by emotional instability and risk-taking behaviours that can lead to, among other things, an increased risk of developing pathological video-gaming and gambling habits. The aim of this Study is to assess the prevalence and type of video gaming and gambling habits in adolescent students attending Italian upper-secondary schools. The cross-sectional study was conducted via an online survey using validated questionnaires. The primary outcome measures were the prevalence of past-year video gaming and gambling activities. The sample consisted of 502 adolescent students from first- and second-grade secondary schools. A total of 40.8% of participants were video gamers, 4.8% were gamblers, 17.8% were both video gamers and gamblers, and the remaining 36.6% were not players. Among participants who reported video gaming activity (n = 294), 68.0% were classified as nonproblem gamers, 24.5% as at-risk gamers, and 7.5% as disordered video gamers. Among the participants who reported gambling activity (n = 113), 85.8% were not problematic gamblers, 8.9% were at-risk gamblers, and 5.3% were pathological gamblers. Only 0.2% of all subjects met the criteria for both pathological gambling and pathological video game use. The findings indicate that video gaming and gambling are common leisure times among adolescent students. However, a small but significant minority of these adolescents met the criteria for either severe problem gaming or gambling or both.
青春期的特点是情绪不稳定和冒险行为,这可能导致,除其他外,增加发展病理性视频游戏和赌博习惯的风险。本研究旨在评估意大利中学高年级学生中视频游戏和赌博习惯的流行率和类型。这项横断面研究通过使用经过验证的问卷进行在线调查。主要结局指标是过去一年视频游戏和赌博活动的流行率。样本由来自一、二年级中学的 502 名青少年学生组成。共有 40.8%的参与者是视频游戏玩家,4.8%是赌徒,17.8%是视频游戏玩家和赌徒,其余 36.6%不是玩家。在报告有视频游戏活动的参与者中(n=294),68.0%被归类为非问题游戏玩家,24.5%为高危游戏玩家,7.5%为障碍性视频游戏玩家。在报告有赌博活动的参与者中(n=113),85.8%的人不是问题赌徒,8.9%的人是高危赌徒,5.3%的人是病理性赌徒。只有 0.2%的受试者同时符合病理性赌博和病理性视频游戏使用的标准。研究结果表明,视频游戏和赌博是青少年学生常见的休闲方式。然而,这些青少年中有一小部分但意义重大的人符合严重问题游戏或赌博或两者兼有的标准。