The study

Teenagers: 1 in 10 have ‘problematic’ use of video games, gambling and social media

Behavioural addictions are among the emerging areas of public health in childhood and adolescence: data and analysis from the Italian National Institute of Health

3' min read

Translated by AI
Versione italiana

3' min read

Translated by AI
Versione italiana

More than one in six Italian pupils aged between 11 and 17 exhibit at least one form of risky behaviour linked to problematic use of social media, gaming or gambling. This is according to the available data from the national survey ‘Behavioural Addictions in Generation Z 2.0’, carried out between October and December 2025 by the National Centre for Addictions and Doping at the Istituto Superiore di Sanità, in collaboration with the Department for Policies against Drugs and Other Addictions of the Prime Minister’s Office.

The study

The study, carried out on a representative sample of Italian pupils, involved 198 schools and over 18,000 pupils, of whom 8,272 were from lower secondary schools and 10,123 from upper secondary schools. The results show that 17.3 per cent of children aged between 11 and 13 – equivalent to around 280,000 children – and 17.9 per cent of 14–17-year-olds – over 400,000 pupils – exhibit at least one of the three risk behaviours analysed. ‘The results,’ emphasises Simona Pichini, director of the ISS National Centre for Addictions and Doping, ‘show that behavioural addictions represent one of the emerging areas of public health in childhood and adolescence: video games, gambling and social media can, for some adolescents, take on problematic characteristics, to the extent of interfering with sleep, study, relationships, leisure time and psychological wellbeing.”

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Problem gaming is most prevalent among young people

Gaming – that is, playing games on electronic devices such as consoles, computers, smartphones and tablets – is the most common form of problematic behaviour among 11- to 13-year-old pupils. In this age group, 13.6 per cent show signs consistent with a gaming disorder, amounting to around 219,000 pupils. Among 14- to 17-year-olds, the proportion falls to 7.9 per cent, corresponding to around 183,000 young people.

Gaming becomes a cause for concern not simply because of the playing of video games, but when it becomes persistent and difficult to control.

“The overlap with other problematic behaviours is also significant,” adds Claudia Mortali, of the ISS National Centre for Addictions and Doping. ‘Among 11–13-year-olds with problematic gaming,’ she explains, ‘9.5 per cent also exhibit a profile of a problem gambler, compared with 0.5 per cent of pupils who do not play video games. Similarly, among 14–17-year-olds with problematic gaming, 15.3 per cent also exhibit a profile of a problem gambler, compared with 2.5 per cent of students who do not play video games.”

Another area of concern relates to spending within video games. Among students with problematic gaming habits, almost one in two say they have spent money in the last twelve months to progress more quickly or gain an advantage in the game. This includes the purchase of loot boxes – digital packs with ‘mysterious’ contents – or keys to open them, which allow players to obtain rewards of uncertain value.

Gambling among 340,000 students

Gambling, which is prohibited for under-18s, continues to involve a significant proportion of teenagers. Among pupils aged 11–13, 10.6 per cent report having gambled in the last twelve months, whilst among 14–17-year-olds the figure rises to 22.1 per cent.

Overall, it is estimated that around 340,000 Italian students exhibit risky or problematic gambling behaviour. The most concerning profiles are associated with a high propensity for risk-taking, high levels of impulsivity and aggression, sleep difficulties, symptoms of anxiety and depression, experiences of cyberbullying and a lack of adult supervision.

Online gaming is a particularly critical issue: amongst 14–17-year-olds who play exclusively online, 20 per cent are problem gamblers, compared with 13.7 per cent of those who play exclusively in physical venues. This figure reinforces the need to prevent minors from accessing gambling platforms through reliable age verification systems and effective controls.

Problematic social media use on the decline

Problematic social media use affects 1 per cent of pupils aged 11–13 (around 15,900 children) and 2.1 per cent of those aged 14–17 (around 48,600 pupils), representing a decrease compared with 2022. However, this positive trend does not eliminate the need to pay attention to pupils for whom social media use becomes excessive and compulsive, interfering with their sleep, studies, relationships and psychological wellbeing.

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“The findings,” concludes Pichini, “show that gaming, gambling and problematic use of social media are not isolated phenomena, but often share the same underlying vulnerabilities and can occur simultaneously. This therefore confirms the need for early and integrated interventions involving pupils, families, schools, health services and digital environments.”

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