| Literature DB >> 34205533 |
Maria Anna Donati1, Cristiana Alessia Guido2,3, Giuliano De Meo2, Alberto Spalice2, Francesco Sanson1, Carola Beccari1, Caterina Primi1.
Abstract
It is mainly children and adolescents who are involved in video gaming. The lockdown caused by the COVID-19 pandemic may have further increased their use of video games and, consequently, the risk of gaming disorder (GD) symptoms. However, currently, we do not have exhaustive knowledge of this issue. To fill this gap, the current study aims to analyze video gaming habits in children and adolescents during the lockdown, starting in March 2020 in Italy, the first European country affected by the pandemic. Specifically, we aim to understand how variables related to parents-for instance, knowledge of their offspring's life, the monitoring of their video gaming habits, and parental use of video games-are related to their offspring's time spent on video games and GD symptoms. A web-based survey involving parents (n = 554, 79% mothers, mean age = 45.39) of 554 children and adolescents (73% males, mean age = 11.11) was utilized. The results showed that they were involved in video games, particularly boys and adolescents, with high rates of GD symptoms. The parents also spent a considerable amount of time playing video games. A path model that explained the mechanisms through which parental variables were related to their offspring's time spent on video games and GD symptoms, controlling for gender and age, was verified. Overall, the findings indicate the importance of educating parents to behave effectively with respect to video games and monitor their offspring's video gaming habits.Entities:
Keywords: COVID-19; adolescents; children; gaming disorder; parents; path analysis; video gaming
Mesh:
Year: 2021 PMID: 34205533 PMCID: PMC8296495 DOI: 10.3390/ijerph18126642
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Gaming habits of children based on gender.
| Male Children | Female Children | |||
|---|---|---|---|---|
| Prevalence of video gamers | 94% | 79% | ||
| Prevalence of online video gamers | 61% | 39% | ||
| Time spent on VGs (hours |
|
|
|
|
| 13.70 | 9.90 | 7.93 | 7.85 | |
| Prevalence of video gamers by video game genre (only the video game genres with the highest prevalence rates are reported.) | First-person shooter games (39%) | Simulation games (15%) | ||
| Sports games (15%) | Sandbox games (15%) | |||
| Sandbox games (13%) | Fitness games (8%) | |||
| Prevalence of video gamers by device used to play VGs | Home video game console (63%) | Smartphone (61%) | ||
| Smartphone (63%) | Tablet (60%) | |||
| Tablet (53%) | Home video game console (32%) | |||
| Handheld game console (34%) | Handheld game console (18%) | |||
| Computer (24%) | Computer (16%) | |||
| Number of devices used to play VGs |
|
|
|
|
| 2.36 | 1.04 | 1.86 | 1.86 | |
| In the afternoon (74%) | In the afternoon (71%) | |||
| Before dinner (47%) | After lunch (46%) | |||
| After lunch (36%) | After waking up (9%) | |||
| After waking up (6%) | Before falling asleep (7%) | |||
| Before falling asleep (3%) | Before falling asleep (3%) | |||
| At lunch (1%) | At dinner (3%) | |||
| At dinner (1%) | At lunch (1%) | |||
| Number of daily moments spent on video games |
|
|
|
|
| 2.29 | 1.14 | 2.06 | 1.02 | |
| Prevalence of video gamers by social partner | Alone (89%) | Alone (85%) | ||
| Online friends (60%) | Parents (64%) | |||
| Parents (53%) | Brothers/sisters (34%) | |||
| Brothers/sisters (51%) | Online friends (22%) | |||
| VGS-P score |
|
|
|
|
| 7.90 | 4.83 | 3.98 | 3.80 | |
| Prevalence of video gamers by GD category | Non-problem gaming: 34% | Non-problem gaming: 79% | ||
| At-risk gaming: 44% | At-risk gaming: 13% | |||
| Problem gaming: 22% | Problem gaming: 8% | |||
Notes: VGs = video games; VGS—P = Video gaming Scale For Parents; GD = Gaming Disorder.
Gaming habits of adolescents based on gender.
| Male Adolescents | Female Adolescents | |||
|---|---|---|---|---|
| Prevalence of video gamers | 100% | 73% | ||
| Prevalence of online video gamers | 88% | 50% | ||
| Time spent on VGs (hours |
|
|
|
|
| 19.11 | 13.16 | 10.99 | 10.62 | |
| Prevalence of video gamers by video game genre (only the video game genres with the highest prevalence rates are reported.) | Management games (41%) | Simulation games (24%) | ||
| Sports games (28%) | Puzzle games (18%) | |||
| Sandbox games (6%) | Sports games (11%) | |||
| Prevalence of video gamers by time of the day | Home video game console (88%) | Smartphone (86%) | ||
| Smartphone (78%) | Home video game console (45%) | |||
| Computer (33%) | Tablet (38%) | |||
| Tablet (31%) | Computer (36%) | |||
| Handheld game console (22%) | Handheld game console (21%) | |||
| Number of devices used for playing video games |
|
|
|
|
| 2.52 | 0.96 | 2.26 | 1.06 | |
| In the afternoon (73%) | In the afternoon (64%) | |||
| Before falling asleep (22%) | After waking up (13%) | |||
| At dinner (5%) | At lunch (3%) | |||
| Number of daily moments spent on video games |
|
|
|
|
| 2.64 | 1.40 | 2.20 | 1.10 | |
| Prevalence of video gamers by social partner | Online friends (87%) | Alone (95%) | ||
| Alone (78%) | Brothers/sisters (46%) | |||
| Brothers/sisters (48%) | Online friends (41%) | |||
| Parents (27%) | Parents (32%) | |||
| VGS-P score |
|
|
|
|
| 7.90 | 4.83 | 3.98 | 3.80 | |
| Prevalence of video gamers by GD category | Non-problem gaming: 36% | Non-problem gaming: 72% | ||
| At-risk gaming: 40% | At-risk gaming: 16% | |||
| Problem gaming: 24% | Problem gaming: 12% | |||
Notes: VGs = video games; VGS-P = Video Gaming Scale For Parents; GD = gaming disorder.
Correlations between the offspring’s gender and age, the parents’ gender, parental knowledge of their offspring’s life, parental monitoring of their offspring’s video gaming, the parents’ time spent on VGs, and the offspring’s time spent on VGs and GD symptoms.
| Variables | 1. | 2. | 3. | 4. | 5. | 6. | 7. | 8. |
|---|---|---|---|---|---|---|---|---|
|
Gender (1 = son, 2 = daughter) | - | |||||||
|
Age | −0.07 | - | ||||||
|
Parent’s gender (1 = male, 2 = female) | 0.07 | −0.03 | - | |||||
|
Parental knowledge of their son/daughter’s life | 0.04 | −0.37 *** | 0.02 | - | ||||
|
Parent’s time spent on video games | −0.07 | 0.03 | 0.09 | −0.19 * | - | |||
|
Parental monitoring of their son/daughter’s video gaming | 0.14 ** | −0.41 *** | 0.04 | 0.39 *** | −0.20 ** | - | ||
|
Time spent on VGs | −0.26 *** | 0.25 *** | 0.07 | −0.33 *** | 0.49 *** | −0.53 *** | - | |
|
GD symptoms | −0.33 *** | 0.05 | 0.03 | −0.23 ** | 0.27 *** | −0.22 *** | 0.43 *** | - |
|
| - | 11.11 | - | 17.67 | 7.56 | 19.24 | 14.81 | 7.00 |
|
| - | 3.37 | - | 3.44 | 8.48 | 3.47 | 11.76 | 4.99 |
* p < 0.05, ** p < 0.01, *** p < 0.001. Note: VGs = video games; GD = gaming disorder.
Figure 1(a) Path model with direct effects on the variables controlling for the son/daughter’s gender and age. (b) Path model with indirect effects on the variables controlling for the son/daughter’s gender and age.