The DOI matches its Crossref record; 6 of the 6 references it cites were found in a registry or an index.
Video games use in childhood and adolescence: Social phobia and differential susceptibility to media effects
Abstract
Literature established a correlation between heavy exposure with video games (VGs) and withdrawal, loneliness, worse social skills, and social phobia. The present study hypothesizes that children with social phobia are more vulnerable to higher exposure in video gaming. Moreover, it hypothesizes that children with social phobia and higher exposure with VGs will be more at risk of developing negative outcomes such as externalizing problems. A survey measuring VG use habits, social phobia, and clinical outcomes was administered to 359 children and adolescents attending primary, secondary, and high schools in Northern Italy (aged 6–18 years old; M = 12.81, standard deviation ( SD) = 3.16). Results show that participants with both social phobia and higher exposure in video gaming habits display worse developmental outcomes. Results are discussed in the light of the existing literature.
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“Youth with social phobia or emotional vulnerabilities may use digital activities for comfort, sometimes entering cycles where isolation increases engagement and engagement deepens isolation [90].”
From Understanding Teen Overreliance on AI Companion Chatbots Through Self-Reported Reddit Narratives (2026) · cites this paper as [90]
Citations
Cites
Andreassen, C. S., Billieux, J., Griffiths, M. D., Kuss, D. J., Demetrovics, Z., Mazzoni, E., & Pallesen, S. (2016) · Psychology of Addictive Behaviors · doi:10.1037/adb0000160 · Cited by 2,095 · cited 1×
“Also, Schou Andreassen et al. (2016) found similar results in their vast cross-sectional survey, showing that being single is a potential risk factor for VG addiction.”
ResultAnderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., & Saleem, M. (2010) · Psychological Bulletin · doi:10.1037/a0018251 · Cited by 2,048
Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study
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The general aggression model: theoretical extensions to violence
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Prizant-Passal, S., Shechner, T., & Aderka, I. M. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.04.003 · Cited by 227 · cited 1×
“Prizant-Passal, Shechner, and Aderka (2016), in their meta-analysis of the relevant literature in the field, found a clear correlation between social anxiety and video gaming.”
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Cited by
Sorted by citations
Understanding Teen Overreliance on AI Companion Chatbots Through Self-Reported Reddit Narratives
Namvarpour, M. (., Brofsky, B., Medina, J. Y., Akter, M., & Razi, A. (2026) · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3790597 · Cited by 24
Metadata
- Authors
- Milani, L., Camisasca, E., Ionio, C., Miragoli, S., & Di Blasio, P.
- Affiliations
- Centro di ricerca sulle Dinamiche evolutive ed educative (CRIdee), Department of Psychology, Catholic University of Milan, Italy
- eCampus University, Italy
- Venue
- Clinical Child Psychology and Psychiatry
- Publisher
- SAGE Publications
- Published
- 2019-11-01
- Volume
- 25
- Issue
- 2
- Pages
- 456-470
- ISSN
- 1359-1045
- 1461-7021
- Cited by
- 11
- References
- 6
- Language
- en
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