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Videogame-related experiences among regular adolescent gamers
The 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 Spanis...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7351159/ https://www.ncbi.nlm.nih.gov/pubmed/32649666 http://dx.doi.org/10.1371/journal.pone.0235327 |
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author | Ponce-Blandón, José Antonio Espejel-Hernández, Inocencio Romero-Martín, Macarena Lomas-Campos, María de las Mercedes Jiménez-Picón, Nerea Gómez-Salgado, Juan |
author_facet | Ponce-Blandón, José Antonio Espejel-Hernández, Inocencio Romero-Martín, Macarena Lomas-Campos, María de las Mercedes Jiménez-Picón, Nerea Gómez-Salgado, Juan |
author_sort | Ponce-Blandón, José Antonio |
collection | PubMed |
description | The 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. |
format | Online Article Text |
id | pubmed-7351159 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-73511592020-07-20 Videogame-related experiences among regular adolescent gamers Ponce-Blandón, José Antonio Espejel-Hernández, Inocencio Romero-Martín, Macarena Lomas-Campos, María de las Mercedes Jiménez-Picón, Nerea Gómez-Salgado, Juan PLoS One Research Article The 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. Public Library of Science 2020-07-10 /pmc/articles/PMC7351159/ /pubmed/32649666 http://dx.doi.org/10.1371/journal.pone.0235327 Text en © 2020 Ponce-Blandón et al http://creativecommons.org/licenses/by/4.0/ This is an open access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. |
spellingShingle | Research Article Ponce-Blandón, José Antonio Espejel-Hernández, Inocencio Romero-Martín, Macarena Lomas-Campos, María de las Mercedes Jiménez-Picón, Nerea Gómez-Salgado, Juan Videogame-related experiences among regular adolescent gamers |
title | Videogame-related experiences among regular adolescent gamers |
title_full | Videogame-related experiences among regular adolescent gamers |
title_fullStr | Videogame-related experiences among regular adolescent gamers |
title_full_unstemmed | Videogame-related experiences among regular adolescent gamers |
title_short | Videogame-related experiences among regular adolescent gamers |
title_sort | videogame-related experiences among regular adolescent gamers |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7351159/ https://www.ncbi.nlm.nih.gov/pubmed/32649666 http://dx.doi.org/10.1371/journal.pone.0235327 |
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