TY - JOUR
T1 - Problem gaming and adolescents’ health and well-being
T2 - Evidence from a large nationally representative sample in Italy
AU - Canale, Natale
AU - Elgar, Frank J.
AU - Pivetta, Erika
AU - Galeotti, Tommaso
AU - Marino, Claudia
AU - Billieux, Joël
AU - King, Daniel L.
AU - Lenzi, Michela
AU - Dalmasso, Paola
AU - Lazzeri, Giacomo
AU - Nardone, Paola
AU - Camporese, Arianna
AU - Vieno, Alessio
PY - 2025/7
Y1 - 2025/7
N2 - Playing video games is a common leisure activity for adolescents, but a minority can develop maladaptive gaming patterns and experience impairments in various health domains. Most research has been conducted within the dichotomy of “non-problematic gaming” and “problematic gaming” with convenience and unrepresentative samples, necessitating further investigation to provide more robust and generalizable evidence. In this study, we examined the impact of gaming on different groups of gamers with distinct degrees of gaming involvement in relation to various psychological and physical health outcomes and behaviours. Data included a nationally representative sample of 89321 adolescents (11–17 years) from the 2022 Italian Health Behaviour in School-aged Children study. We compared groups of gamers (low risk, high risk, and problematic) with non-gamers concerning their (mental) health, nutrition, physical activity, sleep, and social well-being. Logistic regressions were used to estimate the odds ratios (adjusted for gender, age, material deprivation, and family structure). Compared with non-gamers (33.7 % of the sample), low-risk gamers (51.6 %) reported better health-related outcomes (i.e., lower risk of depression, lower stress, fewer psychological and somatic symptoms). High-risk (11.6 %) and problematic gamers (3.1 %) showed significantly higher impairments in all health-related outcomes than non-gamers did, the associations being especially pronounced in the problematic gaming group. Video games are not inherently harmful, and adolescents who reported a low risk of gaming problems showed slightly better health-related outcomes than non-gamers did. However, a minority of vulnerable users engaged in problematic use associated with negative consequences, functional impairment (e.g., sleep interference), and various unhealthy behaviours.
AB - Playing video games is a common leisure activity for adolescents, but a minority can develop maladaptive gaming patterns and experience impairments in various health domains. Most research has been conducted within the dichotomy of “non-problematic gaming” and “problematic gaming” with convenience and unrepresentative samples, necessitating further investigation to provide more robust and generalizable evidence. In this study, we examined the impact of gaming on different groups of gamers with distinct degrees of gaming involvement in relation to various psychological and physical health outcomes and behaviours. Data included a nationally representative sample of 89321 adolescents (11–17 years) from the 2022 Italian Health Behaviour in School-aged Children study. We compared groups of gamers (low risk, high risk, and problematic) with non-gamers concerning their (mental) health, nutrition, physical activity, sleep, and social well-being. Logistic regressions were used to estimate the odds ratios (adjusted for gender, age, material deprivation, and family structure). Compared with non-gamers (33.7 % of the sample), low-risk gamers (51.6 %) reported better health-related outcomes (i.e., lower risk of depression, lower stress, fewer psychological and somatic symptoms). High-risk (11.6 %) and problematic gamers (3.1 %) showed significantly higher impairments in all health-related outcomes than non-gamers did, the associations being especially pronounced in the problematic gaming group. Video games are not inherently harmful, and adolescents who reported a low risk of gaming problems showed slightly better health-related outcomes than non-gamers did. However, a minority of vulnerable users engaged in problematic use associated with negative consequences, functional impairment (e.g., sleep interference), and various unhealthy behaviours.
KW - Adolescents
KW - Cross-national
KW - Gaming
KW - Health
KW - Problematic gaming
KW - Well-being
UR - http://www.scopus.com/inward/record.url?scp=105000772675&partnerID=8YFLogxK
U2 - 10.1016/j.chb.2025.108644
DO - 10.1016/j.chb.2025.108644
M3 - Article
AN - SCOPUS:105000772675
SN - 0747-5632
VL - 168
JO - Computers in Human Behavior
JF - Computers in Human Behavior
M1 - 108644
ER -