What game we are playing: the psychosocial context of problem gambling, problem gaming and poor well-being among Italian high school students

被引:7
|
作者
Marinaci, Tiziana [1 ]
Venuleo, Claudia [1 ]
Ferrante, Lucrezia [1 ]
Della Bona, Salvatore [2 ]
机构
[1] Univ Salento, Lab Appl Psychol & Intervent, Dept Hist Soc & Human Studies, Lecce, Italy
[2] Local Hlth Agcy Lecce, Dept Pathol Addict, Lecce, Italy
关键词
Problem gambling; Problem gaming; Well-being; Parental monitoring; Gambling approval; Family functioning; Social and class support; View of the social environment; SOCIAL SUPPORT; GENDER-DIFFERENCES; RELATIONSHIP QUALITY; ANTISOCIAL-BEHAVIOR; INJUNCTIVE NORMS; FAMILY; INTERNET; HEALTH; ONLINE; ADOLESCENTS;
D O I
10.1016/j.heliyon.2021.e07872
中图分类号
O [数理科学和化学]; P [天文学、地球科学]; Q [生物科学]; N [自然科学总论];
学科分类号
07 ; 0710 ; 09 ;
摘要
Gambling and gaming are not infrequent among adolescents and preventing low-risk youth from becoming at-risk appears to be a priority of public health strategies. Greater scrutiny of the risk and protective factors in the relationships and community of young people appears crucial in steering prevention initiatives adequately. This study aimed to explore the role of the qualities of relational networks (i.e. family functioning, perceived social and class support), family and peer approval and view of the social environment in predicting problem gambling, problem gaming and overall well-being among adolescents. High-school students aged 14-18 years (N: 595; female: 68,7%) completed a survey including the target variables. A multivariate multiple regression analysis was performed to examine the role of socio-demographic characteristics and psychosocial predictors on gaming, gambling, and well-being. Multivariate multiple regressions identify a common core underpinning problem gambling, gaming and poor well-being but also the distinct roles of psychosocial variables: being male, with low parental monitoring, and an anomic view of the social environment all predict problem gambling and gaming, which were also found to be associated. Low social support predicts problem gambling but not problem gaming; poor family functioning predicts problem gaming but not problem gambling. All the target psychosocial variables, except approval of gambling, predict poor well-being. On the whole the findings suggest the need to look more closely at the way adolescents, their system of activity and their culture participate in constructing the meaning of gambling and gaming activities and their impact on adolescents' well-being, so that future studies and strategies can more effectively examine the relational dynamics in which problem gambling and gaming develop.
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页数:13
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