scholarly journals Level of dependence on video games in adolescents from family and non-family homes in the South of Veracruz, Mexico

Author(s):  
Dorian Jared Osorio-Pérez ◽  
Francisca Elvira Blanco-Enríquez

The use of video games is a global problem that mainly involves young and adolescent population. Methodology: Study with a quantitative approach, non-experimental design, cross-sectional, descriptive type. Universe: 885 adolescents. Sample: 264 students. Sampling: stratified random. Instruments: Personal and Sociodemographic Data Card (CDPS) and the Video Game Dependence Test (TDV) (Chóliz and Marco, 2011). The study adhered to the provisions of the General Health Law on Health Research. For data analysis, it was used the SPSS 25. Results: 83.3% said they played video games in the last year, while 16.7% denied. Of the current players, half (50.4%) of the young people who have played in the last year mention playing alone, mainly from a non-family home. The cell phone is the most used device for video games, with a little more than half (52.7%) of participants who reported their use, of which all belong to a family home. In terms of dependence on video games, 43.2% was light, 35% medium, 17.7% abuse, and 4.1% pathological. Pathological gamblers belong to family homes.

Medicina ◽  
2020 ◽  
Vol 56 (5) ◽  
pp. 221
Author(s):  
Maria Rosaria Esposito ◽  
Nicola Serra ◽  
Assunta Guillari ◽  
Silvio Simeone ◽  
Franca Sarracino ◽  
...  

Background and Objectives: Game addiction is an emerging problem in public health. A gaming disorder is characterized by a pattern of persistent or recurrent gaming behavior. The behavioral pattern is severe enough to implicate a significant involvement of family, social, educational, professional, or other relationships. Therefore, greater attention needs to be paid to potential addictive behaviors in terms of video games in order to identify both pre-adolescents and adolescents at risk and to provide them with adequate assistance. Materials and Methods: A random sample of 622 students including pre-adolescents and adolescents were enrolled from September 1st to October 31th 2016, and the Game Addiction Scale (GAS) interview was used to identify pathological students with both Monothetic and Polythetic analysis. Results: This study shows the presence of pathological students is equal to 1.93%, with 37.46% and 4.50% obtained with Monothetic and Polythetic analysis (global and partial), respectively. In our sample, the most frequent were students with a gaming time of 1 or 2 h, and students with a day gaming frequency of 1, 2, or 3 times a day. The items with more pathological students were Item 2 (i.e., Tolerance) and 4 (i.e., Withdrawal). Every item was positively correlated with Daily gaming time (hours) and Daily game frequency, excluding Item 4 (i.e., Withdrawal). Finally, the Monothetic GAS score was positively correlated with Daily gaming time while the Polythetic Global GAS was positively correlated with Daily game frequency and negatively with Education level; instead, the Polythetic Partial GAS score was positively correlated with only Daily gaming time. Conclusion: Males are pathological gamblers more so than females and spend more time playing video games. An increase in Daily game frequency or Daily gaming time implicates an increase in video game addictions, while an increase in Education level, which generally corresponds to a greater age, implicates a decrease in game addiction. Finally, we observed that the correlations obtained between the Polythetic Partial GAS score with the independent variables such as Age, Gender, Education level, Daily gaming time (hours), and Daily game frequency were analogous to the significant correlations obtained with the Monothetic GAS score, while these correlations were different for the Polythetic Global GAS and the independent variables. These results suggest that the use of the original Polythetic scale should not be neglected.


2019 ◽  
Author(s):  
David Zendle

A variety of practices have recently emerged which are related to both video games and gambling. Most prominent of these are loot boxes. However, a broad range of other activities have recently emerged which are also related to both gambling and video games: esports betting, real-money video gaming, token wagering, social casino play, and watching videos of both loot box opening and gambling on game streaming services like Twitch.Whilst a nascent body of research has established the robust existence of a relationship between loot box spending and both problem gambling and disordered gaming, little research exists which examines whether similar links may exist for the diverse practices outlined above. Furthermore, no research has thus far attempted to estimate the prevalence of these activities.A large-scale survey of a representative sample of UK adults (n=1081) was therefore conducted in order to investigate these issues. Engagement in all measured forms of gambling-like video game practices were significantly associated with both problem gambling and disordered gaming. An aggregate measure of engagement was associated with both these outcomes to a clinically significant degree (r=0.23 and r=0.43). Engagement in gambling-like video game practices appeared widespread, with a 95% confidence interval estimating that 16.3% – 20.9% of the population engaged in these activities at least once in the last year. Engagement in these practices was highly inter-correlated: Individuals who engaged in one practice were likely to engage in several more.Overall, these results suggest that the potential effects of the blurring of lines between video games and gambling should not primarily be understood to be due to the presence of loot boxes in video games. They suggest the existence of a convergent ecosystem of gambling-like video game practices, whose causal relationships with problem gambling and disordered gaming are currently unclear but must urgently be investigated.


2020 ◽  
Vol 43 (2) ◽  
pp. 124-134
Author(s):  
Susannah M. Wood ◽  
Antonia Szymanski

Gifted adolescents may identify as “gamers” who create avatars to navigate video games and cell phone apps. Avatars provide a unique venue through which gifted teens can explore the issues of self and identity in a critical time of their development. The purpose of this article is to (a) provide an overview of what avatars are, (b) explain how avatars can be a venue to explore concepts of identity for gifted students, and (c) suggest how educators can utilize the concept of avatars in their classroom activities. We provide questions that educators can use to facilitate dialogue with their gifted adolescents about avatars and identity.


Author(s):  
P. Shirley ◽  
Balaji Arumugam ◽  
E. Suganya ◽  
M. Gowthamraj

Background: Nowadays the teens playing outdoor games are difficult to be seen and of course, they play all these games not in reality but in a screen using video games. The biggest revolution in electronic world has put our teens more addicted towards video games which not only affect their academic performance but also have impact on their behaviour and health. The objectives of the study were to assess the pattern of video game usage among the study population; to determine the influence of video game in behaviour of the study population.Methods: The study was conducted as a cross sectional study during January and February 2018, among medical students of tertiary care hospital, Chennai. The data was collected using preformed pretested questionnaire. Data were analyzed using SPSS 21.Results: Out of 211 study participants, majority 168 (80%) were males. Around, 97 (45.9%) participants, liked to play during night hours and most 114 (54.1%) of them preferred adventure and racing games. The change in behavioral patterns like, skipping sleep 20 (25.3%), using bad words 22 (27.8%), betting 40 (50.6%), risky stunts 38 (48.1%) were observed. Around half of the participants 97 (46%) were giving complaints of various health problems like finger pain, 72 (34.1%) wrist pain, 63 (29.8%) neck pain, and 54 (26%) eye pain due to usage of video games.Conclusions: The behavioral patterns explored in this study are alarming which suggest that this age group has to be sensitized on the self control to use the video games. 


2021 ◽  
Vol 9 ◽  
Author(s):  
Laura Masi ◽  
Pascale Abadie ◽  
Catherine Herba ◽  
Mutsuko Emond ◽  
Marie-Pier Gingras ◽  
...  

Video game addiction in young children is relevant, but it is especially important for children with ADHD. In order to obtain more data about the use of video games by Canadian children, and in particular by ADHD children, we explored the modalities of use (playtime, addiction score and usage by age) and compared them between ADHD and non-ADHD children. We then examined associations between addiction and ADHD symptoms and explored innovative results about the gender impact. Our study was cross-sectional, multicenter in child psychiatrist departments, exploratory and descriptive. We recruited three groups of children aged 4–12 years: the ADHD Group, the Clinical-Control Group and the Community-Control Group. For each group, the material used consisted of questionnaires completed by one of the parents. Data collection took place from December 2016 to August 2018 in Montreal (n = 280). Our study highlighted a vulnerability in ADHD children: they would exhibit more addictive behaviors with respect to video games (Addiction score: 1.1025 in ADHD Group vs. 0.6802 in Community-Control Group) and prolonged periods of use. We also observed a correlation between the severity of ADHD symptoms and excessive use of video games (p = 0.000). Children with severe ADHD showed significantly higher addiction scores and, in a multiple regression analysis a combination of gender and ADHD explained the excessive use of video games.


2021 ◽  
Vol 5 (2) ◽  
pp. 49-59
Author(s):  
Sumera Sattar ◽  
Dr Shahzaman Khan ◽  
Rehan Yousaf

Video games are especially popular with teenagers and young adults as a form of entertainment, and their time spent playing video games has grown exponentially. The main purpose of this study was to assess the effect of video games on cognitive functions and learning style in young people. A cross-sectional research study was used to investigate cognitive function in teen video game players. Cognitive functions, including memory, attention, and executive functions, were applied to 80 adolescents who were divided into two groups: those who regularly played video games (50) and those who did not play (50). Other data, such as demographics, medical information, types of video games, and time spent playing video games, were collected through the questionnaire. No significant difference was identified between the groups in terms of age and sociodemographic variables. Results indicated that visual memory and visual learning type scores were significantly better in the play group. Participants who were playing video games regularly indicated significant differences in visual type of learning (p=0.000). Whereas, no significant differences were found in other learning styles aural (p=1.000) and verbal (p=1.000)


2020 ◽  
Vol 28 ◽  
pp. 66
Author(s):  
Jorge Oceja ◽  
Natalia González-Fernández

This work analyses the video game culture in terms of perceptions, use, and preferences towards video games for a group of 610 university students, focusing on the impact of gender. The study is quantitative in nature, based on a cross-sectional survey and the subsequent statistical analysis of the data. Results show that students at this stage of life play video games and that they have – to a discernible degree – a video game culture, even though differences exist between men and women. Explanations for these differences, which affect other aspects like the platforms they use and their favourite games, are explored in the final part of the article. It seems that, besides their possibilities as an emergent media, video games are cultural products permeable and embedded in a context of gender inequity. This work aims to be a starting point for designing educational projects and policies that use video games in higher education while taking advantage of the diversity that this media can offer.


2021 ◽  
Vol 20 (1) ◽  
pp. 285-304
Author(s):  
Jorge Luis Herrera Herrera ◽  
Yolima Judith Llorente Pérez ◽  
Sadith José Suarez Mendoza ◽  
Edinson Oyola López

Objetivo: Determinar las necesidades en familiares de pacientes críticos de una institución de IV nivel en Montería, Colombia.Metodología: Investigación descriptiva, transversal con enfoque cuantitativo. Para la recolección de la información se aplicó el Cuestionario de Necesidades de los Familiares de Pacientes de Cuidados Intensivos y una cédula de datos sociodemográficos.Resultados: Las necesidades que se determinaron fueron la información sincera respecto al estado y progreso del paciente y recibir explicación del equipamiento que está utilizándose. La dimensión que presentó mayores necesidades fue la de comunicación.Conclusiones: El familiar de una persona ingresada en un servicio de cuidado intensivo debe ser tomado en cuenta en el proceso de atención. Objective: To determine the needs in relatives of critically ill patients of an IV level institution in Montería, Colombia.Methodology: Descriptive, cross-sectional research with a quantitative approach. For the collection of information, the Questionnaire of Needs of the Relatives of Intensive Care Patients and a sociodemographic data card were applied.Results: The needs that were determined were honest information regarding the state and progress of the patient and receive an explanation of the equipment being used. The dimension that presented the greatest needs was that of communication.Conclusions: The family of a person admitted to an intensive care service should be taken into account in the care process.


2019 ◽  
Vol 32 (3) ◽  
pp. 183 ◽  
Author(s):  
Mariana Nogueira ◽  
Hugo Faria ◽  
Ana Vitorino ◽  
Filipe Glória Silva ◽  
Ana Serrão Neto

Introduction: The excessive use of video games is an emerging problem that has been studied in the context of addictive behaviors. The aim of this study was to determine the prevalence of use of addictive video games in a group of children and to identify risk factors, protective factors and potential consequences of these behaviors.Material and Methods: Observational and cross-sectional study of children from the sixth grade using an anonymous questionnaire. Addictive video game use was defined by the presence of 5 out of 9 behavioral items adapted from the DSM-5 criteria for ‘Pathological gambling’. Children who answered ‘yes’ to 4 items were included in the “Risk group for addictive video game use”. We delivered 192 questionnaires and 152 were received and included in the study (79.2% response rate). SPSS statistical software was used.Results: Half of the participants were male and the median age was 11 years old. Use of addictive video games was present in 3.9% of children and 33% fulfilled the risk group criteria. Most children played alone. We found additional factors associated with being in the risk group: greater time of use; online, action and fighting games (p < 0.001). Children with risk behaviors showed a shorter sleep duration (p < 0.001).Discussion: A significant number of children of our sample met criteria for addictive video games use in an early age and a greater number may be at risk (33%). This is a problem that warrants further research and clinical attention.Conclusion: This exploratory study helps to understand that addiction to video games in children is an emergent problem.


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