Video Game Addiction in Young People (8–18 Years Old) after the COVID-19 Pandemic: The Grey Area of Addiction and the Phenomenon of “Gaming Non-Pathological Abuse (GNPA)”

In the youth population (8-18 years), "gaming non-pathological abuse" (GNPA) is related to aggressive, impulsive and violent behaviors that foster phenomena of social maladjustment and deviance, especially in individuals living in disadvantaged or otherwise complex socio-economic and family contexts. Looking forward, the study of structural and functional personality profiles is essential in order to anticipate and reduce the future risk of psychopathological and criminal behavior.

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Publication Details

Journal
Epidemiologia
Published
2024-08-12
DOI
https://doi.org/10.3390/epidemiologia5030035
Citations
2
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
2.26
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article

Video Game Addiction in Young People (8–18 Years Old) after the COVID-19 Pandemic: The Grey Area of Addiction and the Phenomenon of “Gaming Non-Pathological Abuse (GNPA)”

Perrotta Giulio, Domenico Piccininno
2 citations
Epidemiologia
Impact of Technology on Adolescents
2.26
article

Video Game Addiction in Young People (8–18 Years Old) after the COVID-19 Pandemic: The Grey Area of Addiction and the Phenomenon of “Gaming Non-Pathological Abuse (GNPA)”

Perrotta Giulio, Domenico Piccininno
article en
2 citations

Abstract

In the youth population (8-18 years), "gaming non-pathological abuse" (GNPA) is related to aggressive, impulsive and violent behaviors that foster phenomena of social maladjustment and deviance, especially in individuals living in disadvantaged or otherwise complex socio-economic and family contexts. Looking forward, the study of structural and functional personality profiles is essential in order to anticipate and reduce the future risk of psychopathological and criminal behavior.

EpidemiologiaVol. 5(3)
Istituto Psicoanalitico per le Ricerche Sociali (IT)
Good health and well-being
Openalex Percentile: Top 10%
Impact of Technology on Adolescents
2.26
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