Problem gaming and adolescents' health and well-being: Evidence from a large nationally representative sample in Italy

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Version: Final published version
License: CC BY 4.0
Serval ID
serval:BIB_E10655F79AB4
Type
Article: article from journal or magazin.
Collection
Publications
Institution
Title
Problem gaming and adolescents' health and well-being: Evidence from a large nationally representative sample in Italy
Journal
Computers in Human Behavior
Author(s)
Canale Natale, Elgar Frank J., Pivetta Erika, Galeotti Tommaso, Marino Claudia, Billieux Joël, King Daniel L., Lenzi Michela, Dalmasso Paola, Lazzeri Giacomo, Nardone Paola, Camporese Arianna, Vieno Alessio
ISSN
0747-5632
Publication state
Published
Issued date
2025
Peer-reviewed
Oui
Volume
168
Pages
108644
Language
english
Abstract
Playing video games is a common leisure activity for adolescents, but a minority can develop maladaptive gaming patterns and experience impairments in various health domains. Most research has been conducted within the dichotomy of “non-problematic gaming” and “problematic gaming” with convenience and unrepresentative samples, necessitating further investigation to provide more robust and generalizable evidence. In this study, we examined the impact of gaming on different groups of gamers with distinct degrees of gaming involvement in relation to various psychological and physical health outcomes and behaviours. Data included a nationally representative sample of 89321 adolescents (11–17 years) from the 2022 Italian Health Behaviour in School-aged Children study. We compared groups of gamers (low risk, high risk, and problematic) with non-gamers concerning their (mental) health, nutrition, physical activity, sleep, and social well-being. Logistic regressions were used to estimate the odds ratios (adjusted for gender, age, material deprivation, and family structure). Compared with non-gamers (33.7 % of the sample), low-risk gamers (51.6 %) reported better health-related outcomes (i.e., lower risk of depression, lower stress, fewer psychological and somatic symptoms). High-risk (11.6 %) and problematic gamers (3.1 %) showed significantly higher impairments in all health-related outcomes than non-gamers did, the associations being especially pronounced in the problematic gaming group. Video games are not inherently harmful, and adolescents who reported a low risk of gaming problems showed slightly better health-related outcomes than non-gamers did. However, a minority of vulnerable users engaged in problematic use associated with negative consequences, functional impairment (e.g., sleep interference), and various unhealthy behaviours.
Keywords
Gaming, Problematic gaming, Cross-national, Health, Well-being, Adolescents
Open Access
Yes
Create date
29/03/2025 16:26
Last modification date
30/03/2025 7:24
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