Abstract

The video games had won popularity in the last decades, their impact in the current society is a target for investigation from some years ago. When talking about psychological well-being we refer to how the subject feels within his own reality perceived, some people even associate it with the happiness concept. To measure the psychological well-being variable, we used the Ryff scales of psychological well-being, adding an own survey to get the time the participants use the video games, they answered the survey remotely through Google forms. When we analyzed the results with the program IBM SPSS, we found how video games can be associated in a negative way to some of the mental welfare´s subscales. We consider than the main factor to determine if the videogames become harmful is the time spent on them.

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