Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis
Background: Video game playing (VGP) is an increasingly common leisure activity among children and adolescents, although in some cases, it is accompanied by problems due to misuse. Method: A sample of 2884 children and adolescents aged between 12 and 20, representative of the Community of Madrid (Sp...
| Autores: | , , , , , , , |
|---|---|
| Tipo de recurso: | artículo |
| Fecha de publicación: | 2023 |
| País: | España |
| Institución: | Universidad Complutense de Madrid (UCM) |
| Repositorio: | Docta Complutense |
| Idioma: | inglés |
| OAI Identifier: | oai:docta.ucm.es:20.500.14352/103669 |
| Acceso en línea: | https://hdl.handle.net/20.500.14352/103669 |
| Access Level: | acceso abierto |
| Palabra clave: | Video games Addiction Clusters Cognitive patterns Psicología clínica y psicodiagnóstico 6102 Psicología del Niño y del Adolescente |
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Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster AnalysisFernández Arias, Ignacio GabinoLabrador Méndez, Marta IsabelBernaldo De Quirós Aragón, MónicaEstupiñá Puig, Francisco JoséVallejo Achón, MarinaSánchez Iglesias, IvánGonzález Álvarez, MaríaLabrador Encinas, Francisco JavierVideo gamesAddictionClustersCognitive patternsPsicología clínica y psicodiagnóstico6102 Psicología del Niño y del AdolescenteBackground: Video game playing (VGP) is an increasingly common leisure activity among children and adolescents, although in some cases, it is accompanied by problems due to misuse. Method: A sample of 2884 children and adolescents aged between 12 and 20, representative of the Community of Madrid (Spain), were studied using a cluster analysis to explore the existence of cognitive patterns associated with engagement, attitudes, and concurrent cognitions. We also explored the relationship between these patterns and problematic VGP, using the 2173 gamers as a reference. Results: The concurrent cognitions were not qualitatively different between the problematic users and the others. High engagement and high activation of concurrent cognitions (intensity and frequency) showed the greatest relationship with problematic VGP. Conclusions: The results suggest the existence of different groups of gamers and the relevance to include psycho-educational aspects in intervention programs, as well as the training of specific skills, especially those related with the control of activation. Limitations related to the sample size and potential supplementary analyses are acknowledged.MDPIUniversidad Complutense de Madrid20232023-12-1820232023-12-18journal articlehttp://purl.org/coar/resource_type/c_6501VoRhttp://purl.org/coar/version/c_970fb48d4fbd8a85info:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/20.500.14352/103669reponame:Docta Complutenseinstname:Universidad Complutense de Madrid (UCM)InglésengMinisterio de Economía y Competitividad http://dx.doi.org/10.13039/501100003329 PSI2016-75854-P Not availableopen accesshttp://purl.org/coar/access_right/c_abf2Attribution 4.0 Internationalhttp://creativecommons.org/licenses/by/4.0/info:eu-repo/semantics/openAccessoai:docta.ucm.es:20.500.14352/1036692026-06-02T12:44:21Z |
| dc.title.none.fl_str_mv |
Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis |
| title |
Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis |
| spellingShingle |
Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis Fernández Arias, Ignacio Gabino Video games Addiction Clusters Cognitive patterns Psicología clínica y psicodiagnóstico 6102 Psicología del Niño y del Adolescente |
| title_short |
Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis |
| title_full |
Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis |
| title_fullStr |
Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis |
| title_full_unstemmed |
Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis |
| title_sort |
Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis |
| dc.creator.none.fl_str_mv |
Fernández Arias, Ignacio Gabino Labrador Méndez, Marta Isabel Bernaldo De Quirós Aragón, Mónica Estupiñá Puig, Francisco José Vallejo Achón, Marina Sánchez Iglesias, Iván González Álvarez, María Labrador Encinas, Francisco Javier |
| author |
Fernández Arias, Ignacio Gabino |
| author_facet |
Fernández Arias, Ignacio Gabino Labrador Méndez, Marta Isabel Bernaldo De Quirós Aragón, Mónica Estupiñá Puig, Francisco José Vallejo Achón, Marina Sánchez Iglesias, Iván González Álvarez, María Labrador Encinas, Francisco Javier |
| author_role |
author |
| author2 |
Labrador Méndez, Marta Isabel Bernaldo De Quirós Aragón, Mónica Estupiñá Puig, Francisco José Vallejo Achón, Marina Sánchez Iglesias, Iván González Álvarez, María Labrador Encinas, Francisco Javier |
| author2_role |
author author author author author author author |
| dc.contributor.none.fl_str_mv |
Universidad Complutense de Madrid |
| dc.subject.none.fl_str_mv |
Video games Addiction Clusters Cognitive patterns Psicología clínica y psicodiagnóstico 6102 Psicología del Niño y del Adolescente |
| topic |
Video games Addiction Clusters Cognitive patterns Psicología clínica y psicodiagnóstico 6102 Psicología del Niño y del Adolescente |
| description |
Background: Video game playing (VGP) is an increasingly common leisure activity among children and adolescents, although in some cases, it is accompanied by problems due to misuse. Method: A sample of 2884 children and adolescents aged between 12 and 20, representative of the Community of Madrid (Spain), were studied using a cluster analysis to explore the existence of cognitive patterns associated with engagement, attitudes, and concurrent cognitions. We also explored the relationship between these patterns and problematic VGP, using the 2173 gamers as a reference. Results: The concurrent cognitions were not qualitatively different between the problematic users and the others. High engagement and high activation of concurrent cognitions (intensity and frequency) showed the greatest relationship with problematic VGP. Conclusions: The results suggest the existence of different groups of gamers and the relevance to include psycho-educational aspects in intervention programs, as well as the training of specific skills, especially those related with the control of activation. Limitations related to the sample size and potential supplementary analyses are acknowledged. |
| publishDate |
2023 |
| dc.date.none.fl_str_mv |
2023 2023-12-18 2023 2023-12-18 |
| dc.type.none.fl_str_mv |
journal article http://purl.org/coar/resource_type/c_6501 VoR http://purl.org/coar/version/c_970fb48d4fbd8a85 |
| dc.type.openaire.fl_str_mv |
info:eu-repo/semantics/article |
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article |
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https://hdl.handle.net/20.500.14352/103669 |
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https://hdl.handle.net/20.500.14352/103669 |
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Inglés eng |
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Inglés |
| language |
eng |
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Ministerio de Economía y Competitividad http://dx.doi.org/10.13039/501100003329 PSI2016-75854-P Not available |
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open access http://purl.org/coar/access_right/c_abf2 Attribution 4.0 International http://creativecommons.org/licenses/by/4.0/ |
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info:eu-repo/semantics/openAccess |
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open access http://purl.org/coar/access_right/c_abf2 Attribution 4.0 International http://creativecommons.org/licenses/by/4.0/ |
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openAccess |
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application/pdf |
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MDPI |
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MDPI |
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reponame:Docta Complutense instname:Universidad Complutense de Madrid (UCM) |
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Universidad Complutense de Madrid (UCM) |
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Docta Complutense |
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Docta Complutense |
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