Background: This survey determined the practices about television (video inclusive), videogames, and computer use in children and adolescents in Italy.
Methods: A self-administered anonymous questionnaire covered socio-demographics; behaviour about television, videogames, computer, and sports; parental control over television, videogames, and computer.
Results: Overall, 54.1% and 61% always ate lunch or dinner in front of the television, 89.5% had a television in the bedroom while 52.5% of them always watched television there, and 49% indicated that parents controlled the content of what was watched on television. The overall mean length of time daily spent on television viewing (2.8 hours) and the frequency of watching for at least two hours per day (74.9%) were significantly associated with older age, always ate lunch or dinner while watching television, spent more time playing videogames and using computer. Those with parents from a lower socio-economic level were also more likely to spend more minutes viewing television. Two-thirds played videogames for 1.6 daily hours and more time was spent by those younger, males, with parents that do not control them, who watched more television, and who spent more time at the computer. The computer was used by 85% of the sample for 1.6 daily hours and those older, with a computer in the bedroom, with a higher number of computers in home, who view more television and play videogames were more likely to use the computer.
Conclusion: Immediate and comprehensive actions are needed in order to diminish time spent at the television, videogames, and computer.
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http://dx.doi.org/10.1186/1471-2458-9-139 | DOI Listing |
Child Care Health Dev
January 2025
Department of Health and Kinesiology, College of Applied Health Sciences, University of Illinois Urbana Champaign, Champaign, Illinois, USA.
Background: Screen use has become nearly universal, especially in children. Therefore, it is important not only to comprehend its effects on health but also to understand its patterns of use. We aim to describe screen use patterns among children assessed at 2, 4, and 6-7 years, based on device, period of the day, and child/family characteristics.
View Article and Find Full Text PDFCyberpsychol Behav Soc Netw
January 2025
Department of Psychology, Faculty of Arts, University of Delhi, North Campus, Delhi, India.
The growth of online video-game players has seen a parallel growth in online gaming communities. Membership in these communities has been well known to play a vital role in shaping social connections and fostering social capital. This systematic review explored the role of interacting virtual identities in shaping the relationship between membership in gaming communities and social capital as an outcome.
View Article and Find Full Text PDFClin Nutr
December 2024
Center for Smart Health, School of Nursing, The Hong Kong Polytechnic University, Hong Kong, China.
Background And Aims: Post-stroke dysphagia is highly prevalent and causes complication. While video games have demonstrated potential to increase patient engagement in rehabilitation, their efficacy in stroke patients with dysphagia remains unclear. This aim of this study was to explore the effectiveness of the artificial intelligence-based video-game (AI-VG) intervention in improving swallowing function among stroke patients with dysphagia.
View Article and Find Full Text PDFCNS Spectr
December 2024
Department of Clinical and Experimental Medicine, University of Pisa, 56126Pisa, Italy.
Objective: The hikikomori phenomenon has recently gained growing global interest, and evidences of its association with other psychopathological dimensions are slowly but steadily emerging. We aimed to evaluate the presence and correlates of hikikomori tendencies in an Italian University population, focusing on its relationships with autism spectrum, pathological computer gaming, and eating disorders. In particular, to our knowledge, no study has yet systematically evaluated the latter association, using psychometric instruments tailored to assess eating disorder symptoms.
View Article and Find Full Text PDFQual Health Res
December 2024
The School of Health, Robert Gordon University, Aberdeen, Scotland.
Autoethnographic accounts of mental illness (MI) are sparse in academic scholarship, despite generating valuable insights into how MI can be experienced and coped with in real-life contexts. First-person accounts from men are especially lacking, possibly linked to historic trend for masculine stoicism stifling male MI discussions. Some scholarships explore video-gaming as a positive, escapist aid benefiting individuals experiencing major depressive disorder (MDD).
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