Tesi etd-10262025-171425 |
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Tipo di tesi
Tesi di specializzazione (4 anni)
Autore
STAGNARI, ROSSELLA
URN
etd-10262025-171425
Titolo
RELATIONSHIP BETWEEN EARLY BULLYING EXPERIENCES, HIKIKOMORI-LIKE
SOCIAL WITHDRAWAL AND PATHOLOGICAL VIDEO GAME USE IN A SAMPLE OF
UNIVERSITY STUDENTS
Dipartimento
MEDICINA CLINICA E SPERIMENTALE
Corso di studi
PSICHIATRIA
Relatori
relatore Dott.ssa Carpita, Barbara
correlatore Prof. Pini, Stefano
correlatore Prof. Pini, Stefano
Parole chiave
- bullismo
- bullying
- dependency
- dipendenza
- gaming
- hikikomori
- hikikomori
- studenti
- students
- videogiochi
Data inizio appello
12/11/2025
Consultabilità
Non consultabile
Data di rilascio
12/11/2095
Riassunto
Bullying is a major public health problem that increases the risk of poor health. Hikikomori is a particularly severe form of social withdrawal.
Several studies demonstrate a correlation between adverse childhood experiences and Hikikomori. Gaming disorder is considered as an addictive behavioural disorder and it is a condition that may be linked to social withdrawal. The aim of the study is to investigate the relationship between hikikomori and bullying experiences analysing whether hikikomori and pathological videogame use could be more represented among subjects whorelated to reported bullying experiences during childhood or adolescence. Students from University of Pisa were invited via email to take part in the study. A total of 2520 students agreed to participate and they completed two self-report instruments: the Assessment of Internet and Computer Game Addiction (AICA-S), used to assess problematic engagement with video games, and the Hikikomori Questionnarie (HQ-25), designed to measure traits and behaviors associated with hikikomori plus AdAS Spectrum.
The two groups, students who reported experiencing bullying during childhood or adolescence and those who did not, did not differ significantly in age, but they showed a significant difference in gender distribution. The type of university course was found to be significantly associated with bullying experiences. Students with ho were at risk forsignificant hikikomori symptoms, based on the HQ-25 threshold score of 42, reported bullying experiences in a significantly higher proportion than subjects without hikikomori symptoms. Students with pathological videogame use reported in a significantly higher proportion bullying experiences with respect to those with excessive videogame use, who in turn reported bullying experiences in a significantly higher proportion than those with non-pathological videogame use. In all students, all HQ-25 domains as well as its total score, were positively and significantly correlated to all AICA-S total scores. Results from the linear regression analysis with HQ-25 total score as dependent variable highlighted that both AICA-S total score and bullying experiences were significant positive predictors of HQ-25 total score. The results from the Mediation Analysis demonstrated significant direct effect of bullying experiences on the HQ-25 total score. Furthermore, bullying experiences also exhibited a significant indirect effect on the HQ-25 total score through the AICA-S total score. Bullying therefore represents an important phenomenon both for potential psychiatric disorders and for behaviors exhibited in adulthood.
Several studies demonstrate a correlation between adverse childhood experiences and Hikikomori. Gaming disorder is considered as an addictive behavioural disorder and it is a condition that may be linked to social withdrawal. The aim of the study is to investigate the relationship between hikikomori and bullying experiences analysing whether hikikomori and pathological videogame use could be more represented among subjects whorelated to reported bullying experiences during childhood or adolescence. Students from University of Pisa were invited via email to take part in the study. A total of 2520 students agreed to participate and they completed two self-report instruments: the Assessment of Internet and Computer Game Addiction (AICA-S), used to assess problematic engagement with video games, and the Hikikomori Questionnarie (HQ-25), designed to measure traits and behaviors associated with hikikomori plus AdAS Spectrum.
The two groups, students who reported experiencing bullying during childhood or adolescence and those who did not, did not differ significantly in age, but they showed a significant difference in gender distribution. The type of university course was found to be significantly associated with bullying experiences. Students with ho were at risk forsignificant hikikomori symptoms, based on the HQ-25 threshold score of 42, reported bullying experiences in a significantly higher proportion than subjects without hikikomori symptoms. Students with pathological videogame use reported in a significantly higher proportion bullying experiences with respect to those with excessive videogame use, who in turn reported bullying experiences in a significantly higher proportion than those with non-pathological videogame use. In all students, all HQ-25 domains as well as its total score, were positively and significantly correlated to all AICA-S total scores. Results from the linear regression analysis with HQ-25 total score as dependent variable highlighted that both AICA-S total score and bullying experiences were significant positive predictors of HQ-25 total score. The results from the Mediation Analysis demonstrated significant direct effect of bullying experiences on the HQ-25 total score. Furthermore, bullying experiences also exhibited a significant indirect effect on the HQ-25 total score through the AICA-S total score. Bullying therefore represents an important phenomenon both for potential psychiatric disorders and for behaviors exhibited in adulthood.
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