ArticleItalian journal of pediatrics2022
Prevalence and types of video gaming and gambling activities among adolescent public school students: findings from a cross-sectional study in Italy.
Article in Italian journal of pediatrics, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.
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6 citing papers in PubMed, 14 citations in OpenAlex.
- Trends and Gender Differences in Gambling with Money between 2018 and 2021: A Population-Based Study among 60,331 Spanish Adolescents.Journal of gambling studies · 2026Article
- New Technologies and Gambling Perception Among Italian Managers: A Qualitative Study.Journal of gambling studies · 2026Article
- Trends in problematic gambling among school-aged adolescents based on three Spanish nationwide population-based studies (2018-2023): a gender-based analysis of risk and protective factors.Scientific reports · 2025Observational
- Exploring the association between online gaming addiction and academic performance among the school-going adolescents in Bangladesh: A cross-sectional study.Health science reports · 2024Article
- Problematic Gaming during COVID-19 Pandemic: A Systematic Review, Meta-Analysis, and Meta-Regression.Healthcare (Basel, Switzerland) · 2023Review
- Emotional dysregulation in relation to substance use and behavioral addictions: Findings from five separate meta-analyses.International journal of clinical and health psychology : IJCHPArticle
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Authors and funding
8 authors at 2 institutions in 1 country.
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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.
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