Socio-demographic variables and problematic use of video games in Ecuadorian teenagers
Abstract:
The great demand, the easy access and the time of dedication to the videogames on the part of the adolescents have caused unfavorable consequences for their excessive use. It became a social problem and for this reason, knowing the prevalence in the Ecuadorian context, it is necessary to explore its relationship with some sociodemographic variables. The present research involves a non-experimental, ex-post-facto, comparative and cross-sectional study was conducted with a sample of 3,178 high school students from 76 educational institutions in Ecuador, of which 52.8% were men and 47.2% were women between the age range 14 and 17 years old (15.62 ± 0.80). The results showed a low prevalence of problematic video game use (1.13%), male adolescents and those residing in urban areas had a higher probability of presenting a greater use of video games. Age, type of educational institution and type of family are not related to the problematic use of video games. These findings support the need to generate effective interventions that meet the demand of users who show a greater tendency to use video game devices excessively.
Año de publicación:
2019
Keywords:
- Addictions
- video games
- IGD-20
- ict
- Online games
Fuente:

Tipo de documento:
Article
Estado:
Acceso restringido
Áreas de conocimiento:
Áreas temáticas de Dewey:
- Grupos de personas
- Interacción social
- Psicología diferencial y del desarrollo