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Studies suggested that video games for many individuals have helped to cope with such difficult life experience. 84 With regard to adults, eight studies showed an increased risk of developing GD symptoms in association with age There was a significant increment in the duration of time spent on online gaming and social media during the COVID-19 pandemic.ĭuring the initial phases of the COVID-19 pandemic, playing video games has been much more than just a pastime. 88 The 11 studies conducted on children and adolescent GD were associated with: age (i.e., being adolescent), 79, 82,89 gender (i.e., being male), 82-84,86,89-92 maladaptive coping regulatory styles, 86 poor social support, 83,86,89 depressive and anxiety symptoms before the COVID-19 pandemic, 76,92 poor mental health, 83 academic stress, 86 unhealthy parental care styles, 81-83 addictive gamer profile, 90,91 and excessive use of social networks. Nine studies reported the prevalence of GD during the early stages of the COVID-19 pandemic as follows: 11 percent among Vietnamese adolescents, 81 19 percent among Italian children and adolescents, 82 5.3 percent among Chinese children and adolescents, 83 16.6 percent among Spanish university students, 84 2.5 percent among medical students in Malaysia, 85 4.1 percent among Japanese middle-aged adults (8.5 percent among younger than 30), 77 15 percent among Chinese adolescents, 86 8.5 percent in college students from Nepal, 87 and 4.5 percent among Malaysian university students. 88 The 11 studies conducted on children and adolescent GD were associated with: age (i.e., being adolescent), 79,82,89 gender (i.e., being male), 82-84,86,89-92 maladaptive coping regulatory styles, 86 poor social support, 83,86,89 depressive and anxiety symptoms before the COVID-19 pandemic, 76,92 poor mental health, 83 academic stress, 86 unhealthy parental care styles, 81-83 addictive gamer profile, 90,91 and excessive use of social networks.
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Overall, the findings indicate the importance of educating parents to behave effectively with respect to video games and monitor their offspring’s video gaming habits. A path model that explained the mechanisms through which parental variables were related to their offspring’s time spent on video games and GD symptoms, controlling for gender and age, was verified. The parents also spent a considerable amount of time playing video games. The results showed that they were involved in video games, particularly boys and adolescents, with high rates of GD symptoms. A web-based survey involving parents (n = 554, 79% mothers, mean age = 45.39) of 554 children and adolescents (73% males, mean age = 11.11) was utilized. Specifically, we aim to understand how variables related to parents-for instance, knowledge of their offspring’s life, the monitoring of their video gaming habits, and parental use of video games-are related to their offspring’s time spent on video games and GD symptoms. To fill this gap, the current study aims to analyze video gaming habits in children and adolescents during the lockdown, starting in March 2020 in Italy, the first European country affected by the pandemic. However, currently, we do not have exhaustive knowledge of this issue.
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The lockdown caused by the COVID-19 pandemic may have further increased their use of video games and, consequently, the risk of gaming disorder (GD) symptoms. It is mainly children and adolescents who are involved in video gaming.