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
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Abstract

Introduction: In 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.

Aim: To 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 methods: A 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).

Results: Statistical 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.

Conclusions: In 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.

COVID-19 大流行后青少年(8-18 岁)的电子游戏成瘾问题:成瘾的灰色地带和 "游戏非病理性滥用(GNPA)"现象。
导言:在文献中,青少年电子游戏成瘾与焦虑、情感障碍和情绪障碍等功能失调症状相关,而2020-2022年的流行期更有利于这种行为成瘾的加剧。因此,我们认为有必要对这一现象进行分析,重点是从前瞻性角度分析与偏差和不适应有关的风险和相关因素,力求了解所研究的个体变量的影响。目的:证明在没有诊断出 "游戏障碍"(GD)的情况下,"游戏非病理性滥用"(GNPA)是否会促进临床关注的心理病理学特征:通过在PubMed上进行搜索和发放临时社会学问卷,对具有代表性的人口样本(531名男性/女性,8-18岁,男:14.4,女:2.5)中与犯罪学相关的个体变量进行了调查:统计分析表明,大流行过后,数字电子游戏成瘾得到了加强,并滋生了与焦虑、情感障碍和情绪障碍相一致的精神病理特征。与冲动、攻击和暴力行为相关的变量与年龄、性别、社会环境和经济背景以及数字电子游戏成瘾的严重程度有关:结论:在青少年群体(8-18 岁)中,"游戏非病理性滥用"(GNPA)与攻击性、冲动性和暴力行为有关,这些行为助长了社会适应不良和偏差现象,尤其是生活在弱势或其他复杂的社会经济和家庭环境中的人。展望未来,对结构性和功能性人格特征的研究对于预测和减少未来出现精神病态和犯罪行为的风险至关重要。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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CiteScore
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