Literature DB >> 35752819

Prevalence and types of video gaming and gambling activities among adolescent public school students: findings from a cross-sectional study in Italy.

Loredana Cena1, Matteo Rota2, Stefano Calza2, Alice Trainini3, Sara Zecca3, Sofia Bonetti Zappa3, Luisa Silvia Nodari3, Alberto Stefana3,4.   

Abstract

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.
© 2022. The Author(s).

Entities:  

Keywords:  Adolescence; Gambling behaviours; Video gaming behaviours

Mesh:

Year:  2022        PMID: 35752819      PMCID: PMC9233831          DOI: 10.1186/s13052-022-01299-2

Source DB:  PubMed          Journal:  Ital J Pediatr        ISSN: 1720-8424            Impact factor:   3.288


Introduction

Adolescence is characterized by emotional instability and risk-taking behaviours that can lead to, among other things, an increased propensity to develop pathological video-gaming and gambling habits. The eleventh edition of the International Statistical Classification of Diseases and Related Health Problems (ICD-11), which was produced by the World Health Organization, defines gaming disorder as a pattern of recurrent or persistent gaming behaviour manifested by impaired control over gaming, exaggerated priority given to gaming (which takes precedence over daily activities as well as other life interests), and perpetuation or even intensification of gaming despite the occurrence of negative consequences. Furthermore, it defines gambling disorder using the same criteria but referring to gambling instead of gaming behaviours. Growing empirical evidence suggests that each of these two disorders is positively associated with adolescents’ mental health issues [1, 2], substance use [3, 4], and physical violence [3, 5]. With regard to epidemiologic data, at present, it is estimated that 0.2%-12.3% of adolescents in Europe meet the criteria for internet gaming disorder [6], whereas 0.2%-5.0% meet the criteria for problem gambling [7], with large heterogeneity across nations. Therefore, it is not surprising that pathological use of video gaming and pathological gambling have become an emerging public health problem [8, 9]. However, to define efficient prevention and intervention plans and to properly allocate resources, a precise estimation of these mental disorders among adolescents remains an urgent requirement. Therefore, the aim of this study was to assess the prevalence and type of video gaming and gambling habits in adolescent students attending Italian upper-secondary schools.

Methods

Study design and participants

This is a cross-sectional study with convenient sampling. The participants were recruited from five first-grade secondary public schools (‘middle school’) and five second-grade secondary public schools (‘high school’) located in Brescia Province (Northern Italy). Data collection was carried out from February 2020 until March 2021 through an online survey. A detailed description of the study protocol was published previously [10].

Measures

The Video-Gaming Scale for Adolescents (VGS-A) and the Gambling Behavior Scale for Adolescents (GBS-A) were used to assess video gaming and gambling behaviours, respectively, that occurred during the last year. They classify the respondents as nonproblem, at-risk, or disordered gamer/gambler. Sociodemographic and educational information were also collected. For a detailed description of the measures, see [11, 12].

Statistical analysis

Descriptive analyses were performed using R version 4.0.2 (R Foundation for statistical computing, Vienna, Austria).

Results

A total of 502 adolescent students completed the assessments. The mean age of the participants was 15.9 (SD = 1.93). Most of the participants were female (67.7%), attended high school (79.7%), and had never failed a school year (85.9%). The results indicate that 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. More specifically, 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. On the other hand, among the respondents 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 demographic information and prevalence rates of video gaming and gambling activities of adolescent responders to the survey are reported in Table 1.
Table 1

Demographics and prevalence of video gaming and gambling activities

N = 502 (100%)
Age, mean (SD)15.90 (1.93)
Gender
 Male161 (32.1)
 Female340 (67.7)
 Other1 (0.2)
Area of residence
 Downtown84 (16.7)
 Suburbs139 (27.7)
 Countryside112 (22.3)
 Mountain79 (15.7)
 Lake88 (17.5)
School class
 3rd lower secondary school107 (21.3)
 1st upper secondary school43 (8.6)
 2nd upper secondary school74 (14.7)
 3rd upper secondary school79 (15.7)
 4th upper secondary school105 (20.9)
 5th upper secondary school94 (18.7)
History of at least one school failure, Yes71 (14.1)
Gambling activity
 Non-problematic gambler97 (19.3)
 At-risk gambler10 (2.0)
 Disordered gambler6 (1.2)
 Non-gambler
Video gaming use
 Non-problematic gamer200 (39.8)
 At-risk gamer72 (14.3)
 Disordered gamer22 (4.4)
 Non-gamer208 (41.4)
Interrelations between gaming and gambling activities
 Not a gamer nor gambler
 Non-problematic gamer and gambler54 (10.8)
 Not a gamer but at-risk gambler1 (0.2)
 Not a gamer but disordered gambler1 (0.2)
 Not a gambler but at-risk gamer50 (10.0)
 Not a gambler but disordered gamer18 (2.6)
 At-risk gamer and gambler2 (0.4)
 Disordered gamer and gambler2 (0.4)
 Non-problematic gamer and non-gambler142 (28.2)
 Non-problematic gambler and non-gamer22 (4.4)
 Non-problematic gamer and at-risk gambler4 (0.8)
 Non-problematic gambler and at-risk gamer18 (3.6)
 Non-problematic gamer and disordered gambler3 (0.6)
 At-risk gamer and disordered gambler2 (0.4)
 At-risk gambler and disordered gamer4 (0.8)
Demographics and prevalence of video gaming and gambling activities

Discussion and conclusion

Our findings indicate that video gaming and, to a lesser extent, gambling are common leisure activities among adolescents, and were reported by approximately half and one-fourth of the students surveyed, respectively. However, a small but significant minority (5.0%) of these adolescents met the criteria for either severe problem gaming, severe problem gambling or both. The evidence presented here is consistent with international literature [7, 8] and will hopefully encourage more research into youth video gaming and gambling to better elucidate the determinants of these phenomena. The major limitations of this study are the cross-sectional design, the use of self-report tools, and a limited sample size that did not allow the use of logistic regression analysis to determine the specific odds for various vulnerability and protective factors. Future studies should expand the sample size and include adolescents who do not attend school and represent different parts of the country. Assessing the prevalence of problematic video gaming use and gambling in adolescents would help to increase awareness about these emergent public health issues and take specific measures for preventing, identifying, managing, and treating these disorders.
  10 in total

1.  Differences in associations between problematic video-gaming, video-gaming duration, and weapon-related and physically violent behaviors in adolescents.

Authors:  Zu Wei Zhai; Rani A Hoff; Jordan C Howell; Jeremy Wampler; Suchitra Krishnan-Sarin; Marc N Potenza
Journal:  J Psychiatr Res       Date:  2019-11-14       Impact factor: 4.791

2.  The association between Internet addiction and problematic alcohol use in adolescents: the problem behavior model.

Authors:  Chih-Hung Ko; Ju-Yu Yen; Cheng-Fang Yen; Cheng-Sheng Chen; Chih-Chi Weng; Cheng-Chung Chen
Journal:  Cyberpsychol Behav       Date:  2008-10

3.  Gambling among adolescents: an emerging public health problem.

Authors:  Richard Armitage
Journal:  Lancet Public Health       Date:  2021-03

Review 4.  Cross-sectional and longitudinal epidemiological studies of Internet gaming disorder: A systematic review of the literature.

Authors:  Satoko Mihara; Susumu Higuchi
Journal:  Psychiatry Clin Neurosci       Date:  2017-05-31       Impact factor: 5.188

5.  Little video-gaming in adolescents can be protective, but too much is associated with increased substance use.

Authors:  Ofir Turel; Antoine Bechara
Journal:  Subst Use Misuse       Date:  2019-01-17       Impact factor: 2.164

6.  The Blurred Future of Adolescent Gamblers: Impulsivity, Time Horizon, and Emotional Distress.

Authors:  Giovanna Nigro; Marina Cosenza; Maria Ciccarelli
Journal:  Front Psychol       Date:  2017-04-03

7.  Investigating Adolescents' Video Gaming and Gambling Activities, and Their Relationship With Behavioral, Emotional, and Social Difficulties: Protocol for a Multi-Informant Study.

Authors:  Loredana Cena; Matteo Rota; Alice Trainini; Sara Zecca; Sofia Bonetti Zappa; Nella Tralli; Alberto Stefana
Journal:  JMIR Res Protoc       Date:  2022-02-25

Review 8.  Prevalence of Adolescent Problem Gambling: A Systematic Review of Recent Research.

Authors:  Filipa Calado; Joana Alexandre; Mark D Griffiths
Journal:  J Gambl Stud       Date:  2017-06

Review 9.  Association between Internet Gaming Disorder or Pathological Video-Game Use and Comorbid Psychopathology: A Comprehensive Review.

Authors:  Vega González-Bueso; Juan José Santamaría; Daniel Fernández; Laura Merino; Elena Montero; Joan Ribas
Journal:  Int J Environ Res Public Health       Date:  2018-04-03       Impact factor: 3.390

10.  Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective.

Authors:  Hans-Jürgen Rumpf; Sophia Achab; Joël Billieux; Henrietta Bowden-Jones; Natacha Carragher; Zsolt Demetrovics; Susumu Higuchi; Daniel L King; Karl Mann; Marc Potenza; John B Saunders; Max Abbott; Atul Ambekar; Osman Tolga Aricak; Sawitri Assanangkornchai; Norharlina Bahar; Guilherme Borges; Matthias Brand; Elda Mei-Lo Chan; Thomas Chung; Jeff Derevensky; Ahmad El Kashef; Michael Farrell; Naomi A Fineberg; Claudia Gandin; Douglas A Gentile; Mark D Griffiths; Anna E Goudriaan; Marie Grall-Bronnec; Wei Hao; David C Hodgins; Patrick Ip; Orsolya Király; Hae Kook Lee; Daria Kuss; Jeroen S Lemmens; Jiang Long; Olatz Lopez-Fernandez; Satoko Mihara; Nancy M Petry; Halley M Pontes; Afarin Rahimi-Movaghar; Florian Rehbein; Jürgen Rehm; Emanuele Scafato; Manoi Sharma; Daniel Spritzer; Dan J Stein; Philip Tam; Aviv Weinstein; Hans-Ulrich Wittchen; Klaus Wölfling; Daniele Zullino; Vladimir Poznyak
Journal:  J Behav Addict       Date:  2018-07-16       Impact factor: 6.756

  10 in total

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