AddictologyIssue 3/2023
Scientific article
Publication Date
Published by / Citation
Lukavská, K., Urešová, A., & Gabrhelík, R. (2023). Contribution of gaming to overall leisure screen time in primary school children. Adiktologie, 23(3), 195–206.
Original Language


Partner Organisation
video games
serious gaming

Contribution of Gaming to Overall Leisure Screen Time in Primary School Children


This study aimed to (i) analyse the prevalence of gaming in young elementary school-aged children; (ii) assess the effect of gaming frequency on excessive screen use; and (iii) identify sociodemographic variables associated with frequent gaming.


A survey was conducted in April–June 2021 with parents of children attending grades 1–3 in randomly selected elementary schools in Czechia, Slovakia, and Finland. Parents (n = 1871) reported the daily screen time and the weekly gaming frequency of their children during a typical week and provided sociodemographic information.


Of the sample, 82% of children played digital games at least once a week. The prevalence significantly differed based on country, with the highest prevalence in Finland (94%), followed by Czechia (81%) and Slovakia (75%): χ² (2) = 52, p < .001. There was a significant association between an increased frequency of gaming and screen time. Screen time was the highest in daily gamers (constituting 24% of the sample), in which it was as high as 280 minutes per day. Daily gaming was associated with country (χ² (2) = 68, p < .001), gender (χ² (1) = 12, p < .001, OR = 1.46 [1.18–1.81]), school year (χ² (2) = 22.8, p < .001), and position among siblings (χ² (2) = 19.8, p < .001).


These findings may help to determine the appropriate focus for prevention interventions.

Share the Knowledge: ISSUP members can post in the Knowledge Share – Sign in or become a member

Share the Knowledge: ISSUP members can post in the Knowledge Share – Sign in or become a member