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...

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Autores: 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
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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spelling 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
format article
dc.identifier.none.fl_str_mv https://hdl.handle.net/20.500.14352/103669
url https://hdl.handle.net/20.500.14352/103669
dc.language.none.fl_str_mv Inglés
eng
language_invalid_str_mv Inglés
language eng
dc.relation.none.fl_str_mv Ministerio de Economía y Competitividad http://dx.doi.org/10.13039/501100003329 PSI2016-75854-P Not available
dc.rights.none.fl_str_mv open access
http://purl.org/coar/access_right/c_abf2
Attribution 4.0 International
http://creativecommons.org/licenses/by/4.0/
dc.rights.openaire.fl_str_mv info:eu-repo/semantics/openAccess
rights_invalid_str_mv open access
http://purl.org/coar/access_right/c_abf2
Attribution 4.0 International
http://creativecommons.org/licenses/by/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv MDPI
publisher.none.fl_str_mv MDPI
dc.source.none.fl_str_mv reponame:Docta Complutense
instname:Universidad Complutense de Madrid (UCM)
instname_str Universidad Complutense de Madrid (UCM)
reponame_str Docta Complutense
collection Docta Complutense
repository.name.fl_str_mv
repository.mail.fl_str_mv
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