Videojuego en adolescentes: una forma de alienación a los problemas familiares: http://repositorio.ulvr.edu.ec/handle/44000/4058

Currently, videogaming is a form of entertainment widely used by people without distinction of sex or age, however, during adolescence this can become an inadequate mechanism of protection and isolation from various problems or crises faced by Ecuadorian families. The objective of this paper was to...

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Detalles Bibliográficos
Autores: Cusme Santos, Mallerline, Pinto Escalona, Vanesa, Mogrovejo Gualpa, Javier
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2020
País:Ecuador
Institución:Universidad Laica Vicente Rocafuerte
Repositorio:Revista Universidad Laica Vicente Rocafuerte
Idioma:español
OAI Identifier:oai:ojs.pkp.sfu.ca:article/680
Acceso en línea:http://revistas.ulvr.edu.ec/index.php/yachana/article/view/680
Access Level:acceso abierto
Palabra clave:Adolescencia, videojuego, alienación social, familia.
Adolescence, Video games, Social alienation, Family.
Descripción
Sumario:Currently, videogaming is a form of entertainment widely used by people without distinction of sex or age, however, during adolescence this can become an inadequate mechanism of protection and isolation from various problems or crises faced by Ecuadorian families. The objective of this paper was to identify factors of effect produced by videogames in the alienation of the problems in the family. The methodology used was qualitative. The information presented in this research corresponds to three adolescents whose ages were between 16 and 18 years old who were studying high-school and had medium social status. The information was collected through an interview and the application of the Experience Questionnaire Related to Videogames (CERV, according to its initials in Spanish). Among the main findings it is possible to mention that there is an alteration within the family's interaction dynamics due to non-compliance with household chores and negative emerging emotions as a result of the problematic use of videogames. It is concluded that adolescents use videogames as an evasive strategy in the framework of conflictive family relationships since work as an instrument of pleasure to satisfy social needs not covered in family context.