Evidence map›Paper›PMID 39189254›Full record

ArticleEpidemiologia (Basel, Switzerland)2024

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)".

Domenico Piccininno, Giulio Perrotta

Abstract read
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Article in Epidemiologia (Basel, Switzerland), 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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1 · What the graph read from it

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3 · Its place in the literature

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4 · The record

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5 · Who and what money

Authors and funding

2 authors.

Domenico PiccininnoDepartment of Forensic Criminology, Forensic Science Academy (FSA), 84083 Castel San Giorgio, Italy.
Giulio PerrottaDepartment of Forensic Criminology, Forensic Science Academy (FSA), 84083 Castel San Giorgio, Italy.ORCID 0000-0003-0229-5562

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

introductionIn the literature, video game addiction in youths is correlated with dysfunctional symptoms of anxiety, emotional disorders, and mood disorders, and the pandemic period of 2020-2022 has favored the aggravation of this behavioral addiction. Therefore, we identified the need to analyze this phenomenon with an emphasis on the risks and correlates related to deviance and maladjustment from a prospective perspective, seeking to understand the impact of the individual variables examined.

aimTo demonstrate whether the condition of "gaming non-pathological abuse" (GNPA) promotes psychopathological features of clinical interest, in the absence of a diagnosis of "gaming disorder" (GD). MATERIALS AND

methodsA search performed on PubMed and administration of an ad hoc sociological questionnaire were used to investigate individual variables of criminological interest in a representative population sample (531 males/females, 8-18 years old, M: 14.4, SD: 2.5).

resultsStatistical analysis showed that after the pandemic period, digital video game addiction was reinforced, feeding psychopathological traits consistent with anxiety, emotional disorders, and mood disorders. Variables correlated with impulsive, aggressive, and violent behavior related to age, gender, socio-environmental and economic background, and the severity of digital video game addiction.

conclusionsIn the youth population (8-18 years), "gaming non-pathological abuse" (GNPA) is related to aggressive, impulsive and violent behaviors that foster phenomena of social maladjustment and deviance, especially in individuals living in disadvantaged or otherwise complex socio-economic and family contexts. Looking forward, the study of structural and functional personality profiles is essential in order to anticipate and reduce the future risk of psychopathological and criminal behavior.

Indexed as

antisocialitybehavioral addictioncrimecriminalitydeviancedigital addictiongaming disordergaming non-pathological abusemaladjustmentvideo game addictionvideogames

Identifiers

PMID39189254
PMCPMC11348197

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