Abstract

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.

Highlights

  • In this new digital era, technology is more and more accessible and, nowadays complex videogames of different genres are available, creating a wide variety

  • The objective of the present study is to identify the population of gamers in these age ranges who abusively use videogames, to understand the extent of its use for evasion and to determine the negative consequences of videogames in these individuals, apart from the socio-family factors which could be related with all these consequences

  • Despite all of the aforementioned, the sample obtained through a reference profile from a high impact social network in the videogame users sector, is of much interest since the majority of the studies conducted on this theme have explored the videogame-related experiences in the general population of adolescents

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Summary

Introduction

In this new digital era, technology is more and more accessible and, nowadays complex videogames of different genres are available, creating a wide variety. Videogame experiences in adolescents online has opened doors and created new frontiers, allowing to share the experience with dozens, hundreds and thousands of players at the same time [2]. It is argued that videogames can be an excellent tool for problem solving and that they could enhance creativity. Another benefit is the constant balance between frustration, challenge and success [3], adding to the emotional benefit, the increasing capacities in relation to physical activity and education [5]

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