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)”
Abstract
:1. Introduction
2. Materials and Methods
2.1. Materials and Methods
2.2. Setting and Participants
3. Results
3.1. Descriptive Statistics
3.2. T-Test for Independent Samples
3.3. Statistical Trends
3.4. Binary Correlations
4. Discussion
- The variable for the daily hourly duration of video game play activity (4) is inversely proportional to the number of participants in the present study; within 12 h, 440/531 (82.9%) subjects play for less than 3 h per day, and as the daily hours increase, the number of participants decreases. The 1 h cut-off was determined based on the scientific literature referenced herein, which considers video game use of less than 60 min as non-pathological.
- In the clinical subgroup “time management” (4, 5, 6), variable 5 is represented by 6/10 of the overall sample, demonstrating that the participants frequently use some evening and nighttime hours, which are normally devoted to sleep activity, to play. These data are consistent with the result of variable 7, which is represented by only 10% of the research population. Variable 6 accounts for just under 1/3 of the sample, showing that more than 2/3 of the video game activity is a game shared with other people, consistent with variable 23 of online gaming, which is represented by almost 4/5 of the total population sample.
- In the “loss of time” clinical subgroup (7, 8, 9, 10, 11), the variable most represented is #11, showing that time spent on gaming absorbs that to be spent on food and eating in almost 6/10 of the samples. This is followed by variable 8, with almost 1/3, showing that video game play activity is closely related to age (p < 0.001).
- In the clinical subgroup “reason for addiction” (12, 13, 14, 15), variables indicating school and family difficulties (15) and the absence of friends (12) are more represented, by more than 8/10 for the former and a little more than 1/4 for the latter. This confirms that the ludic activity of video games can be considered an “emotional refuge” for pre-adolescents and adolescents.
- In the clinical subgroup “subjective perception” (16, 17, 21, 22), more than 50% of the population sample states that they perceive alterations in the normal conduct of life due to video games (variable 16), as the time devoted to gaming must be taken away from other activities; however, this finding must be compared with the outcome of variable 21, which confirms the positive perceptions of the participants in more than 6/10 of the total population sample: these data must be read with caution, as a positively perceived state does not necessarily correspond to an actual state of well-being, as evidenced by the variables of the deviant and criminal conduct clinical subgroup. Therefore, this apparent state of well-being is likely linked to the reward circuit arising from video game use, which is known to be involved during these activities.
- Variable 17 confirms that the pandemic period exacerbated video game addiction, both during and after the conclusion of the pandemic, in both cases for more than 6/10 of the total population sample. This variable correlated with both age (R = 0.198, p < 0.001) and longer duration of video game use (R = 0.102, p = 0.019) but also with time taken away from study (R = 0.139, p = 0.001), time takenn away from friends (R = −0.198, p < 0.001), use of lies (R = 0.130, p = 0.003), anger (R = 0.197, p < 0.001), aggression (R = 0.199, p < 0.001), and preference for video games with violent themes (R = 0.155, p < 0.001).
- In the “deviant and criminal conduct” clinical subgroup (18, 19, 20, 26), 40–50% of participants reported feeling anger and aggression and using lying as a strategy for not taking responsibility.
- A worrying result emerges from variable 22, in which more than 8/10 of the sample population prefers video games with violent and/or aggressive contents, as if the individual tends to sublimate unconscious destructive energy through gaming or as if the more one releases emotional and nervous tension while playing video games, the greater the urge to continue, thus reinforcing a confirmatory pattern. The latter interpretation would seem to be confirmed by the bivariate correlation analysis between this variable and variables 12 (R = 0.123, p = 0. 005), 15 (R = 0.111, p = 0.010), 16 (R = 0.115, p = 0.008), 17 (R = 0.155, p < 0.001), 18 (R = 0.089, p = 0.041), 19 (R = 0.651, p < 0.001), and 20 (R = 0.640, p < 0.001).
- Finally, in the clinical subgroup “online mode”, alarming data emerge from pre-adolescent and adolescent subjects who play online video games without parental control, who find themselves pulled into a virtual reality where almost 8/10 of the research sample experience inappropriate contact with adults, and the youngest play violent games, resulting in direct and indirect participation in deviant and criminal conduct.
- Frequent use beyond 2 h a day of playful activity with violent-type video games increases aggressive, violent, and manipulative behavior through lying, facilitating the process of imitating deviant and criminal behavior in real life. Age is directly correlated with deviant and criminal conduct, both of others (R = 0.233, p < 0.001) and one’s own (R = 0.266, p < 0.001), while the greater the use of video games for recreational purposes in terms of time, the more frequent the presence of manipulative (R = 0.123, p = 0.005), angry (R = 0.094, p = 0.030), and aggressive (R = 0.090, p = 0.037) behaviors.
Limitations, Implications for Clinical Practice, and Prospects
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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N | Variable | Type_Variable | Type_Answer | Description |
---|---|---|---|---|
1 | Age | Generic | Continued: 8–18 years old | Variable related to age |
2 | Gender | Generic | Dichotomous_Yes/No | Variable related to gender |
3 | Cluster | Generic | Dichotomous_Yes/No | Variable related to membership in the clinical group (daily recreational use of video games, more than 60 min) or control group (daily recreational use of video games, less than or equal to 60 min), including non-continuous |
4 | Time spent per day on recreational activities such as video games | Clinic | Continued_1–12 h | Variable related to the specific daily time (expressed in h/hour) spent on video game playing activity |
5 | Night game | Clinic | Dichotomous_Yes/No | Variable related to the time spent playing video game during nighttime hours that are usually devoted to sleep and rest |
6 | Solo game | Clinic | Dichotomous_Yes/No | Variable related (most of the time) to the performance of the video game as a playful activity in solitude rather than in company or sharing |
7 | Time taken away from study | Clinic | Dichotomous_Yes/No | Variable related to the time taken away from studying in favor of video games |
8 | Time taken away from friends | Clinic | Dichotomous_Yes/No | Variable related to the time taken away from friends in favor of video games |
9 | Time taken away from going out | Clinic | Dichotomous_Yes/No | Variable related to the time taken away from going out in public and attending events in favor of videogames |
10 | Time taken away from personal hygiene | Clinic | Dichotomous_Yes/No | Variable related to the time taken away from personal hygiene in favor of videogames |
11 | Time taken away from eating | Clinic | Dichotomous_Yes/No | Variable related to the time taken away from eating in favor of video games |
12 | Reason for addiction: absence of friends | Clinic | Dichotomous_Yes/No | Variable related to the reason for time spent on video game playing activity (absence of friends) |
13 | Reason for addiction: reduced interest in the outdoors | Clinic | Dichotomous_Yes/No | Variable related to the reason that justifies the time devoted to the video game playing activity (reduced interest in spending time outdoors, in public, or on group activities) |
14 | Reason justifying addiction: poor school performance | Clinic | Dichotomous_Yes/No | Variable related to the reason that justifies the time spent on video game playing activity (poor school performance) |
15 | Reason justifying addiction: emotional and family difficulties | Clinic | Dichotomous_Yes/No | Variable related to the reason for time spent on video games playing activity (emotional and family difficulties) |
16 | Alterations in life conduction as a result of video game-like activity | Clinic | Dichotomous_Yes/No | Variable related to the perceived negative effect on one’s lifestyle, resulting from the performance of playful activities with video games |
17 | Reinforcement of video game addiction in the pandemic | Clinic | Dichotomous_Yes/No | Variable related to the perceived temporal increase in playful activities with video games during and after the pandemic period |
18 | Use of lies | Clinic | Dichotomous_Yes/No | Variable related to telling lies during and after playing video games (e.g., to continuing to play or not taking specific responsibility) |
19 | Anger | Clinic | Dichotomous_Yes/No | Variable related to the expression of anger during and after the performance of playful activities with video games (e.g., to continuing playing or not taking specific responsibility) |
20 | Aggressiveness | Clinic | Dichotomous_Yes/No | Variable related to the display of aggressivity during and after the performance of playful activities with video games (e.g., continuing playing or not taking specific responsibility) |
21 | Subjective perception of benefits of using video games | Clinic | Dichotomous_Yes/No | Variable related to the subjective perception of possible benefits from performing playful activities with video games |
22 | Preferred game setting (violence) | Clinic | Dichotomous_Yes/No | Variable related to the preference for a certain video game types (violent type/non-violent type) |
23 | Use of video games in online mode | Clinic | Dichotomous_Yes/No | Variable related to the prevalence or not of using video games in on-line or off-line mode |
24 | Online encounters with individuals younger than the recommended age | Clinic | Dichotomous_Yes/No | Variable related to online meetings with individuals younger than the recommended age (e.g., 18 years old for violent games) |
25 | Witnessing others of deviant or criminal conduct | Clinic | Dichotomous_Yes/No | Variable related to having witnessed online deviant or criminal conduct by other users |
26 | Simulation or implementation of deviant or criminal conduct | Clinic | Dichotomous_Yes/No | Variable related to having witnessed or simulated online deviant or criminal conduct seen in video games |
Clinical Group | |||
---|---|---|---|
Age_y_Range | Male_n (%) | Female_n (%) | Total_n (%) |
8–12 | 36 (29.7%) | 46 (30.7%) | 82 (30.2%) |
13–18 | 85 (70.3%) | 104 (69.3%) | 189 (69.8%) |
Total | 121 (44.6%) | 150 (55.3%) | 271 (100%) |
Control group | |||
Age_y_range | Male_n (%) | Female_n (%) | Total_n (%) |
8–12 | 53 (30.4%) | 19 (22.1%) | 72 (27.7%) |
13–18 | 121 (69.6%) | 67 (77.9%) | 188 (72.3%) |
Total | 174 (66.9%) | 86 (33.1%) | 260 (100%) |
Total group | |||
Age_y_range | Male_n (%) | Female_n (%) | Total_n (%) |
8–12 | 89 (30.2%) | 65 (27.5%) | 154 (29.0%) |
13–18 | 206 (59.8%) | 171 (72.5%) | 377 (71.0%) |
Total | 295 (55.5%) | 236 (45.5%) | 531 (100%) |
N_Variable | Nomenclature | H/n_Case | % Total | ||
---|---|---|---|---|---|
H_Time | N_Case_Total | N_Case_Clinic | |||
4 | Time spent per day on recreational activities such as video games | 1 | 271 | 11 | 51.0 |
2 | 85 | 85 | 16.0 | ||
3 | 84 | 84 | 15.8 | ||
4 | 33 | 33 | 6.2 | ||
5 | 13 | 13 | 2.4 | ||
6 | 12 | 12 | 2.3 | ||
7 | 5 | 5 | 0.9 | ||
8 | 8 | 8 | 1.5 | ||
9 | 6 | 6 | 1.1 | ||
10 | 4 | 4 | 0.8 | ||
11 | 3 | 3 | 0.6 | ||
12 | 7 | 7 | 1.3 | ||
N_Variable | Nomenclature | n_Case_Total | n_Case_Clinic | %_Total | |
5 | Night game_yes | 219 | 219 | 41.2 | |
6 | Solo game_yes | 162 | 162 | 30.5 | |
7 | Time taken away from study_yes | 56 | 56 | 10.5 | |
8 | Time taken away from friends_yes | 169 | 169 | 31.8 | |
9 | Time has taken away from going out_yes | 35 | 35 | 6.6 | |
10 | Time taken away from personal hygiene_yes | 45 | 45 | 8.5 | |
11 | Time has taken away from eating_yes | 305 | 271 | 57.3 | |
12 | Reason for addiction: absence of friends_yes | 138 | 138 | 25.9 | |
13 | Reason for addiction: reduced interest in the outdoors_yes | 56 | 56 | 10.5 | |
14 | Reason justifying addiction: poor school performance_yes | 33 | 33 | 6.2 | |
15 | Reason justifying addiction: emotional and family difficulties_yes | 443 | 271 | 83.3 | |
16 | Alterations in life conduction as a result of video game-like activity | 286 | 271 | 53.8 | |
17 | Reinforcement of video game addiction in pandemic_yes | 326 | 271 | 61.3 | |
18 | Use of lies_yes | 229 | 229 | 43.0 | |
19 | Anger_yes | 234 | 234 | 44.0 | |
20 | Aggressiveness_yes | 266 | 266 | 50.1 | |
21 | Subjective perception of benefits from using video games_yes | 341 | 271 | 64.1 | |
22 | Preferred game setting (violence) _yes | 449 | 271 | 84.4 | |
23 | Use of video games in online mode_yes | 396 | 271 | 74.4 | |
24 | Online encounters with individuals younger than the recommended age_yes | 417 | 271 | 78.4 | |
25 | Witnessing others of deviant or criminal conduct_yes | 417 | 271 | 78.4 | |
26 | Simulation or implementation of deviant or criminal conduct_yes | 417 | 271 | 78.4 |
N_Variable | Nomenclature | F | t | gl | p |
---|---|---|---|---|---|
1 | Age | 2.152 | −0.904 | 529 | 0.366 |
2 | Gender | 25.347 | −5.288 | 529 | 0.000 |
4 | Time spent per day on recreational activities such as video games | 294.708 | −19.234 | 529 | 0.000 |
5 | Night-game_yes | 58.634 | −7.759 | 529 | 0.000 |
6 | Solo-game_yes | 5.012 | 1.115 | 529 | 0.265 |
7 | Time taken away from study_yes | 42.740 | 3.293 | 529 | 0.001 |
8 | Time taken away from friends_yes | 2.797 | 0.834 | 529 | 0.405 |
9 | Time has taken away from going out_yes | 9.290 | −1.538 | 529 | 0.125 |
10 | Time taken away from personal hygiene_yes | 8.520 | 1.448 | 529 | 0.148 |
11 | Time has taken away from eating_yes | 3.595 | 0.945 | 529 | 0.345 |
12 | Reason for addiction: absence of friends_yes | 0.089 | 0.149 | 529 | 0.882 |
13 | Reason for addiction: reduced interest in the outdoors_yes | 4.603 | −1.074 | 529 | 0.283 |
14 | Reason justifying addiction: poor school performance_yes | 1.873 | 0.683 | 529 | 0.495 |
15 | Reason justifying addiction: emotional and family difficulties_yes | 2.415 | 0.775 | 529 | 0.439 |
16 | Alterations in life conduction as a result of video game-like activity | 4.558 | −1.063 | 529 | 0.288 |
17 | Reinforcement of video game addiction in pandemic_yes | 8.169 | −2.350 | 529 | 0.019 |
18 | Use of lies_yes | 27.039 | −2.843 | 529 | 0.005 |
19 | Anger_yes | 13.131 | −2.174 | 529 | 0.030 |
20 | Aggressiveness_yes | 11.240 | −2.089 | 529 | 0.037 |
21 | Subjective perception of benefits from using video games_yes | 0.022 | −1.521 | 529 | 0.129 |
22 | Preferred game setting (violence) _yes | 3.951 | −0.998 | 529 | 0.319 |
23 | Use of video games in online mode_yes | 13.675 | −1.829 | 529 | 0.068 |
24 | Online encounters with individuals younger than the recommended age_yes | 1.061 | −0.515 | 529 | 0.607 |
25 | Witnessing others of deviant or criminal conduct_yes | 12.486 | −1.753 | 529 | 0.080 |
#26 | Simulation or implementation of deviant or criminal conduct_yes | 12.486 | −1.753 | 529 | 0.080 |
N | Variable | Age (1) | Gender (2) | Cluster (3) | |||
---|---|---|---|---|---|---|---|
R | p | R | p | R | p | ||
4 | Time spent per day on recreational activities such as video games | 0.151 | 0.000 | 0.210 | 0.000 | 0.934 | 0.000 |
5 | Night game_yes | 0.102 | 0.018 | 0.103 | 0.018 | 0.320 | 0.000 |
6 | Solo game_yes | 0.117 | 0.007 | 0.122 | 0.005 | 0.048 | 0.265 |
7 | Time taken away from study_yes | 0.043 | 0.317 | −0.016 | 0.705 | 0.142 | 0.001 |
8 | Time taken away from friends_yes | 0.168 | 0.000 | −0.007 | 0.874 | 0.036 | 0.405 |
9 | Time has taken away from going out_yes | −0.048 | 0.268 | 0.009 | 0.835 | −0.067 | 0.125 |
10 | Time taken away from personal hygiene_yes | −0.060 | 0.167 | −0.022 | 0.612 | 0.063 | 0.148 |
11 | Time has taken away from eating_yes | 0.044 | 0.309 | −0.014 | 0.754 | 0.041 | 0.345 |
12 | Reason for addiction: absence of friends_yes | 0.171 | 0.000 | 0.085 | 0.049 | 0.006 | 0.882 |
13 | Reason for addiction: reduced interest in the outdoors_yes | 0.180 | 0.000 | −0.075 | 0.085 | −0.047 | 0.283 |
14 | Reason justifying addiction: poor school performance_yes | 0.092 | 0.035 | 0.048 | 0.270 | 0.030 | 0.495 |
15 | Reason justifying addiction: emotional and family difficulties_yes | 0.093 | 0.031 | 0.099 | 0.022 | 0.034 | 0.439 |
16 | Alterations in life conduction as a result of video game-like activity | −0.015 | 0.731 | 0.025 | 0.568 | −0.046 | 0.288 |
17 | Reinforcement of video game addiction in pandemic_yes | 0.198 | 0.000 | −0.010 | 0.816 | 0.102 | 0.019 |
18 | Use of lies_yes | 0.575 | 0.000 | 0.089 | 0.040 | 0.123 | 0.005 |
19 | Anger_yes | 0.054 | 0.218 | 0.033 | 0.445 | 0.094 | 0.030 |
20 | Aggressiveness_yes | 0.055 | 0.206 | 0.027 | 0.532 | 0.090 | 0.037 |
21 | Subjective perception of benefits from using video games_yes | 0.087 | 0.045 | 0.123 | 0.005 | −0.066 | 0.129 |
22 | Preferred game setting (violence) _yes | 0.035 | 0.418 | −0.047 | 0.285 | −0.043 | 0.319 |
23 | Use of video games in online mode_yes | −0.031 | 0.477 | 0.199 | 0.000 | −0.079 | 0.068 |
24 | Online encounters with individuals younger than the recommended age_yes | 0.082 | 0.060 | 0.014 | 0.756 | −0.022 | 0.607 |
25 | Witnessing others of deviant or criminal conduct_yes | 0.233 | 0.000 | 0.045 | 0.301 | −0.076 | 0.080 |
26 | Simulation or implementation of deviant or criminal conduct_yes | 0.263 | 0.000 | 0.045 | 0.301 | −0.076 | 0.080 |
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Piccininno, D.; Perrotta, G. 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 2024, 5, 511-524. https://doi.org/10.3390/epidemiologia5030035
Piccininno D, Perrotta G. 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. 2024; 5(3):511-524. https://doi.org/10.3390/epidemiologia5030035
Chicago/Turabian StylePiccininno, Domenico, and Giulio Perrotta. 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)”" Epidemiologia 5, no. 3: 511-524. https://doi.org/10.3390/epidemiologia5030035
APA StylePiccininno, D., & Perrotta, G. (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)”. Epidemiologia, 5(3), 511-524. https://doi.org/10.3390/epidemiologia5030035