Abstract
Background: At present, new technologies provide numerous benefits in their correct use, while the need arises to study the consumption of some technologies, in this case, videogames, due to the negative consequences that they can cause in those subjects who have not yet consolidated their personality due to their excessive use. The study aimed to determine and establish associations between the dimensions of self-concept and the problematic use of videogames and their gender differences. Methods: A total of 525 university students participated in this study, representing 44.7% of the male gender and 55.3% of the female gender, with an average age of M = 20.80 SD = 3.12 years old. The instruments used were the CESR and AF-5 questionnaires. Results: The results reveal the association (p ≤ 0.05) between the problematic use of videogames and the dimensions of self-concept, showing that students with severe or potential problems have lower levels of self-concept. In addition, it has been found that men have more problems associated with the use of video games than women. Men have a greater physical and emotional self-concept, while women have better social self-concept. Conclusions: This study highlights the inverse association between self-concept and problematic use of video games, a fact that shows the need to develop intervention programs aimed at improving self-concept and to reduce the problematic use of video games. Likewise, the levels of self-concept reveal that men have higher scores in the emotional and physical dimension, while women stand out in the social dimension.
Highlights
The university stage is characterized by that period in which young adults begin their higher education with the goal of obtaining an academic degree that will allow them to enter the labor market [1]
This study highlights the inverse association between self-concept and problematic use of video games, a fact that shows the need to develop intervention programs aimed at improving self-concept and to reduce the problematic use of video games
The levels of self-concept reveal that men have higher scores in the emotional and physical dimension, while women stand out in the social dimension
Summary
The university stage is characterized by that period in which young adults begin their higher education with the goal of obtaining an academic degree that will allow them to enter the labor market [1]. When speaking of this stage, reference is made to the abandonment of the family environment, generating with it a substantial change in the student’s life habits, where subjects are molded and differences between peers are accentuated [2,3,4]. Low levels of physical activity in the university population have turned on the alarms, mainly because of the little time devoted to it, causing an increase in the risk of suffering from diseases, which raises the promotion of healthy habits of physical life. The study aimed to determine and establish associations between the dimensions of self-concept and the problematic use of videogames and their gender differences. Results: The results reveal the association (p ≤ 0.05) between the problematic use of videogames and the dimensions of self-concept, showing that students with severe or potential problems have lower levels of self-concept. It has been found that men have more problems associated with the use of video games than women
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.