Factors Associated with the Problematic Use of Video Games in Adolescents and Young People
The aim of this study is to identify which factors are associated with the problematic use of video game play in adolescents and young people. Data were collected from a stratified random sample (N = 2173) of students aged 12 to 22 (M= 15.3 years old) in high school and professional training in the...
| Autores: | , , , , , , |
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| Tipo de recurso: | artículo |
| Fecha de publicación: | 2022 |
| País: | España |
| Institución: | Universidad Complutense de Madrid (UCM) |
| Repositorio: | Docta Complutense |
| Idioma: | inglés |
| OAI Identifier: | oai:docta.ucm.es:20.500.14352/114495 |
| Acceso en línea: | https://hdl.handle.net/20.500.14352/114495 |
| Access Level: | acceso abierto |
| Palabra clave: | 159.922.7 159.922.8 Risk factors Predictors Video game play Internet Gaming Disorder Adolescents Young people Psicología (Psicología) Psicología clínica y psicodiagnóstico Psicoterapia (Psicología) 61 Psicología 6102 Psicología del Niño y del Adolescente |
| Sumario: | The aim of this study is to identify which factors are associated with the problematic use of video game play in adolescents and young people. Data were collected from a stratified random sample (N = 2173) of students aged 12 to 22 (M= 15.3 years old) in high school and professional training in the city of Madrid. A stepwise hierarchical linear regression analysis was performed to identify the factors that predict more problematic use. Engagement in the game and cognitive distortions explain 59.3% of total variance in the scores on the IGDS9-SF. General mental health, gender, and age add only 1.3% to the total explained variance. This study suggests that problem awareness, engagement in the game, and cognitive distortions play a fundamental role in the problematic use of video games and, therefore, must be taken into account in the development of preventative and therapeutic programs. |
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