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dc.creatorRuíz Repullo, Carmenes
dc.creatorRomo Avilés, Nuriaes
dc.creatorPonce Blandón, José Antonioes
dc.creatorEspejel Hernández, Inocencioes
dc.creatorRomero Martín, Macarenaes
dc.creatorLomas Campos, María de las Mercedeses
dc.creatorJiménez Picón, Nereaes
dc.creatorGómez Salgado, Juanes
dc.date.accessioned2022-02-02T08:43:15Z
dc.date.available2022-02-02T08:43:15Z
dc.date.issued2020
dc.identifier.citationRuíz Repullo, C., Romo Avilés, N., Ponce Blandón, J.A., Espejel Hernández, I., Romero Martín, M., Lomas Campos, M.d.l.M.,...,Gómez Salgado, J. (2020). Videogame-related experiences among regular adolescent gamers. PLoS ONE, 15 (7), 1-17.
dc.identifier.issn1932-6203es
dc.identifier.urihttps://hdl.handle.net/11441/129547
dc.description.abstractThe objective of this study was to identify the videogame-related experiences expressed by regular adolescent gamers and to explore the socio-family factors related to these experiences. A cross-sectional observational and descriptive study was carried out with a convenience sample of regular Spanish videogamers between 16 and 18 years old. To measure the use of videogames for evasion and its negative consequences, the Questionnaire of Videogame-Related Experiences (Cuestionario de Experiencias Relacionadas con Videojuegos, CERV) was used and socio-family variables collected, evaluating their relationship with the results of the CERV. A total of 206 adolescents participated, 89.3% men [84.3-93.2] and 17.9% [12.9-23.9] allocating more than 35 hours a week to videogames. The CERV subscale related to the evasive use of videogames (max. = 24 points) obtained a mean value of 11.71 (SD = 3.52) and the mean value for the subscale related to the negative consequences (max. = 27 points) was 7.14 (SD = 3.33). A higher frequency of high values of evasive use (p = .038) and higher scores of this subscale (p = .02) were found in gamers without brothers or sisters. Higher scores and larger numbers of negative consequences were found in gamers who play more than 21 hours a week (p = .032). In conclusion, frequent use of videogames does not seem to be carried out with an evasive purpose, except in the case of absence of siblings. Frequent videogame use has only proven to carry a higher level of negative consequences when playing more than 21 hours a week. No other socio-family variables related to these subscales of the CERV have been identified.es
dc.formatapplication/pdfes
dc.format.extent17es
dc.language.isoenges
dc.publisherPloses
dc.relation.ispartofPLoS ONE, 15 (7), 1-17.
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectAdolescent Behavior / physiologyes
dc.subjectCross-Sectional Studieses
dc.subjectSurveys and Questionnaireses
dc.subjectTime Factorses
dc.subjectVideo Games / adverse effectses
dc.subjectVideo Games / psychologyes
dc.titleVideogame-related experiences among regular adolescent gamerses
dc.typeinfo:eu-repo/semantics/articlees
dcterms.identifierhttps://ror.org/03yxnpp24
dc.type.versioninfo:eu-repo/semantics/publishedVersiones
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses
dc.contributor.affiliationUniversidad de Sevilla. Departamento de Enfermeríaes
dc.identifier.doi10.1371/journal.pone.0235327es
dc.contributor.groupUniversidad de Sevilla. CTS284: Promoción de la Saludes
dc.journaltitlePLoS ONEes
dc.publication.volumen15es
dc.publication.issue7es
dc.publication.initialPage1es
dc.publication.endPage17es

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