Abstract

The use of video games has increased significantly in the last decade. The young population has always been more inclined to use them. However, the risks of addiction to them are growing with the access to the Internet and new digital devices, the lower cost of them, and the lack of parental control. On the other hand, a weird circumstance as the COVID-19 pandemic involves weeks-long confinements, which may significantly influence increased consumption. This study aims to know university students’ situation in Spain regarding the problem described in this pandemic scenario. It analyzes the use of video games and whether addiction risks appearance, examining which factors are determinants of this behavior. The method is based on various statistical techniques: descriptive analysis, the association between variables, and logistic regression to check the phenomenon studied, which are predictive variables. As a result, high video game consumption during confinement was got, finding addiction patterns in 16.6%. The excessive use of social networks and being male show significant relevance. These results also show the existence of comorbidity, meaning that university students may suffer from psychological and psychiatric disorders linked to other consumptions. Health and academic authorities should consider this individual, social, and health problem and implement prevention, detection, and treatment programs.

Highlights

  • In the information and communication technology (ICT) society, the accessibility of digital devices and the possibilities they offer for leisure is increasing, especially among young people and adolescents

  • There was an overrepresentation of Social and Legal Sciences, which accounted for 47.5% of university students regarding the branch of knowledge

  • Of the total number of participants, 16.6% show an addiction to video games

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Summary

Introduction

In the information and communication technology (ICT) society, the accessibility of digital devices and the possibilities they offer for leisure is increasing, especially among young people and adolescents. In particular, provide a wide variety of genres, and today, in many cases, they are free of charge, which contributes to the social generalization of their use This easy entry to them, from the computer, mobile, or console (Connolly, Boyle, MacArthur, Hainey, & Boyle, 2012), and the possibility of playing online, has. Exploratory Study on Video Game Addiction allowed multiple forms of play: alone, with a rival, or massively (Chamarro et al, 2014). Today they make up a virtual world with thousands of players from different parts of the planet taking part simultaneously (Parra, Segura, Morales, & López-Meneses, 2020), going from being a private or solitary leisure instrument to a shared activity that creates new social structures (Carrillo, 2015)

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