Copycat Behavior and Somatic Symptoms in Italian Children Exposed to a Violent TV Series: An Observational Study of Squid Game Viewers
Abstract
1. Introduction
- To describe the prevalence and characteristics of copycat behaviors related to Squid Game among Italian primary school children who reported watching the series.
- To compare CBCL-measured emotional and behavioral profiles—particularly somatic complaints—between children who did and did not engage in copycat behaviors.
- To explore the potential clinical relevance of somatic symptoms in this context, considering them as possible indicators of psychological distress in children exposed to violent media content.
2. Materials and Methods
2.1. Study Design and Setting
2.2. Participants and Recruitment
2.3. Child Questionnaire: Media Exposure and Copycat Behaviors
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- Sociodemographic items: age, gender, school class.
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- Media exposure items: average daily TV/screen time; preferred types of content (films, cartoons, TV series, YouTube videos, etc.); preferred genres (adventure, comedy, horror, etc.); typical viewing context (alone, with parents, with siblings, with friends).
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- Access to devices: number and type of media devices available at home.
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- Exposure to Squid Game: whether the child had seen Squid Game (yes/no), number of episodes watched, and how they first heard about the series (e.g., friends, internet, family, advertising).
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- Copycat behavior items: a set of yes/no questions asking whether the child had ever imitated specific games or scenes from Squid Game (e.g., “Red Light, Green Light” in a violent variant, simulated “eliminations” or punishments), and in which context (school, home, playground) and with whom (friends, siblings, classmates).
2.4. Copycat vs. Non-Copycat Group Classification
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- The Copycat Behavior (CB) group included children who answered “yes” to at least one imitation item and described reenacting games or scenes from Squid Game (e.g., playing a violent version of “Red Light, Green Light,” simulating punishments or eliminations).
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- The Non-Copycat Behavior (NCB) group included children who reported having watched Squid Game but denied imitating any of its games or scenes.
2.5. Parent-Report Measure: Child Behavior Checklist (CBCL)
2.6. Statistical Analysis
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- Gender distribution (male/female) between CB and NCB groups was assessed using the Chi-square test.
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- Differences in CBCL T-scores between CB and NCB groups were examined using the Mann–Whitney U test, given the ordinal nature and non-normal distribution of CBCL data.
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- Significance level: The alpha level was set at p < 0.05 (two-tailed).
3. Results
3.1. Sample Characteristics
3.2. Copycat Behaviors Related to Squid Game
3.3. CBCL Scores and Somatic Complaints
4. Discussion
4.1. Main Findings
4.2. Copycat Behavior, Social Learning, and Somatization
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- well-defined, game-like structures based on familiar children’s games;
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- visually striking, repetitive scenes with strong emotional salience;
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- a competitive, survival-based logic where winners gain status and rewards;
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- a stylised but intense representation of violence embedded in “play”.
4.3. Context: Italian Media Environment and Parental Mediation
4.4. Methodological Considerations and Limitations
4.5. Implications and Future Directions
5. Conclusions
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- enforcement of age recommendations on streaming platforms;
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- media literacy initiatives for parents, teachers, and children, emphasizing critical analysis of violent content;
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- promotion of co-viewing and guided discussion, especially when children encounter disturbing material;
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- integration of questions about media use and somatic symptoms into pediatric and child mental health assessments.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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| Domain | Item (Example Wording) | Response Format |
|---|---|---|
| Imitation of games | “Have you ever played a violent version of games seen in Squid Game (e.g., ‘Red Light, Green Light’)?” | Yes/No |
| Imitation of scenes | “Have you ever reenacted scenes or punishments from Squid Game while playing?” | Yes/No |
| Context of imitation | “Where did this happen?” (school/home/playground) | Multiple choice |
| Social context | “With whom did you imitate the scenes?” (friends/siblings/classmates) | Multiple choice |
| Male | Female | Mean Age | SD | |
|---|---|---|---|---|
| CB * | 26 | 16 | 9.69 | 0.643 |
| NCB * | 45 | 41 | 9.76 | 0.631 |
| Total | 71 | 57 | 9.73 | 0.634 |
| CBCL Scale | CB Group Mean | SD | NCB Group Mean | SD | Mann–Whitney U Test | Z-Score | p |
|---|---|---|---|---|---|---|---|
| Withdrawal/Depression | 54.12 | 5.361 | 54.35 | 7.284 | 1740.000 | −0.361 | 0.718 |
| Somatic Complaints | 54.12 | 5.375 | 52.92 | 5.354 | 1414.500 | −2.129 | 0.033 |
| Anxiety/Depression | 52.79 | 4.857 | 53.08 | 5.852 | 1724.500 | −0.448 | 0.654 |
| Social Issues | 52.83 | 4.054 | 51.98 | 3.643 | 1570.000 | −1.272 | 0.203 |
| Thought Disorders | 51.19 | 2.907 | 50.98 | 3.568 | 1581.500 | −1.557 | 0.119 |
| Attention Deficit | 52.98 | 4.453 | 52.30 | 4.853 | 1535.000 | −1.462 | 0.144 |
| Delinquent Behavior | 52.55 | 3.964 | 52.02 | 4.574 | 1672.000 | −0.711 | 0.477 |
| Aggressive Behavior | 54.21 | 5.594 | 53.42 | 6.685 | 1525.000 | −1.531 | 0.126 |
| Internalizing Problems | 49.05 | 9.518 | 46.40 | 11.713 | 1488.500 | −1.616 | 0.106 |
| Externalizing Problems | 49.10 | 9.141 | 47.47 | 10.101 | 1598.000 | −1.058 | 0.290 |
| Total Score | 45.48 | 10.353 | 43.06 | 12.094 | 1504.500 | −1.531 | 0.126 |
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Gnazzo, M.; Bargiacchi, G.; Vetri, L.; Parisi, L.; Testa, D.; Smirni, D.; Maltese, A.; Baldini, V.; Pisanò, G.; Germanò, E.; et al. Copycat Behavior and Somatic Symptoms in Italian Children Exposed to a Violent TV Series: An Observational Study of Squid Game Viewers. Pediatr. Rep. 2026, 18, 17. https://doi.org/10.3390/pediatric18010017
Gnazzo M, Bargiacchi G, Vetri L, Parisi L, Testa D, Smirni D, Maltese A, Baldini V, Pisanò G, Germanò E, et al. Copycat Behavior and Somatic Symptoms in Italian Children Exposed to a Violent TV Series: An Observational Study of Squid Game Viewers. Pediatric Reports. 2026; 18(1):17. https://doi.org/10.3390/pediatric18010017
Chicago/Turabian StyleGnazzo, Martina, Giuditta Bargiacchi, Luigi Vetri, Lucia Parisi, Davide Testa, Daniela Smirni, Agata Maltese, Valentina Baldini, Giulia Pisanò, Eva Germanò, and et al. 2026. "Copycat Behavior and Somatic Symptoms in Italian Children Exposed to a Violent TV Series: An Observational Study of Squid Game Viewers" Pediatric Reports 18, no. 1: 17. https://doi.org/10.3390/pediatric18010017
APA StyleGnazzo, M., Bargiacchi, G., Vetri, L., Parisi, L., Testa, D., Smirni, D., Maltese, A., Baldini, V., Pisanò, G., Germanò, E., Gallai, B., Gagliano, A., Costanza, C., Roccella, M., & Carotenuto, M. (2026). Copycat Behavior and Somatic Symptoms in Italian Children Exposed to a Violent TV Series: An Observational Study of Squid Game Viewers. Pediatric Reports, 18(1), 17. https://doi.org/10.3390/pediatric18010017

