ArticleChildren (Basel, Switzerland)2021
Online Videogames Use and Anxiety in Children during the COVID-19 Pandemic.
Article in Children (Basel, Switzerland), 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 18 papers, 1 of them a synthesis that pooled it.
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Who cites it
18 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Problematic Media Use among Children up to the Age of 10: A Systematic Literature Review.International journal of environmental research and public health · 2023Pooled it
- The Relationship Between Parental Smartphone Addiction and Child Problematic Media Use: Mediating Roles of Child-Parent Conflict and Parental Psychological Distress and Validation of the Child-Parent Relationship Scale-Short Form in Arabic.Public health challenges · 2026Article
- Screen Time, Child Depression, and Anxiety During the COVID-19 Pandemic: Systematic Review and Meta-Analysis.JMIR pediatrics and parenting · 2026Review
- Perceived Stress, Loneliness, and Resilience in Relation to Game Addiction Among Adolescents in Bangkok During the COVID-19 Pandemic Transition Period.Journal of child and adolescent psychiatric nursing : official publication of the Association of Child and Adolescent Psychiatric Nurses, Inc · 2025Article
- The Relationship between video game addiction and bladder/bowel dysfunction in childrenBiomedica : revista del Instituto Nacional de Salud · 2024Article
- Video Game Addiction in Young People (8-18 Years Old) after the COVID-19 Pandemic: The Grey Area of Addiction and the Phenomenon of "Gaming Non-Pathological Abuse (GNPA)".Epidemiologia (Basel, Switzerland) · 2024Article
- Problematic Gaming during COVID-19 Pandemic: A Systematic Review, Meta-Analysis, and Meta-Regression.Healthcare (Basel, Switzerland) · 2023Review
- Conclusive Thoughts for a New Beginning.Children (Basel, Switzerland) · 2022Article
- Evolution of Mood Symptomatology Through the COVID-19 Pandemic: Findings From the CovidSense Longitudinal Study.Cureus · 2022Article
- Eight Hypotheses on Technology Use and Psychosocial Wellbeing: A Bicultural Phenomenological Study of Gaming during the COVID-19 Pandemic.Current psychology (New Brunswick, N.J.) · 2022Article
- [Psychological and behavioral problems in children and adolescents during the coronavirus disease 2019 epidemic: a Scoping review].Zhongguo dang dai er ke za zhi = Chinese journal of contemporary pediatrics · 2022Article
- Perceived Changes in Emotions, Worries and Everyday Behaviors in Children and Adolescents Aged 5-18 Years with Type 1 Diabetes during the COVID-19 Pandemic.Children (Basel, Switzerland) · 2022Article
- Recent Advances in Child and Adolescent Psychiatry.Children (Basel, Switzerland) · 2022Article
- COVID-19-Related Social Isolation Predispose to Problematic Internet and Online Video Gaming Use in Italy.International journal of environmental research and public health · 2022Article
- A systematic review of the impact of COVID-19 on the game addiction of children and adolescents.Frontiers in psychiatry · 2022Review
- Animal Crossing and COVID-19: A Qualitative Study Examining How Video Games Satisfy Basic Psychological Needs During the Pandemic.Frontiers in psychology · 2022Article
- Addictive Internet Gaming Usage among Korean Adolescents before and after the Outbreak of the COVID-19 Pandemic: A Comparison of the Latent Profiles in 2018 and 2020.International journal of environmental research and public health · 2021Article
- Gaming among Children and Adolescents during the COVID-19 Lockdown: The Role of Parents in Time Spent on Video Games and Gaming Disorder Symptoms.International journal of environmental research and public health · 2021Article
Corrections and comments
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Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
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 (
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