Using technology is a necessity these days. They are used not only for entertainment purposes, but also for educational purposes, and are also used as an alternative at work. There has been an increase in the use of mobile devices by children and adolescents. At the same time, sleep disturbances, fatigue and increased obesity are also noted, which is associated with excessive use of various electronic devices: cell phones, televisions, tablets, computers and game consoles. Technology addiction is characterized by an inability to control behavior, the compulsion to carry it out, and discomfort if the behavior is prevented or stopped, even if the subject is aware of its harm. In the specifi c case of video game addiction, diffi culties arise in the socialization process. The subject experiences emptiness, depression, or irritability when not playing, and often neglects personal hygiene and conditions such as sleep disorders. Thus, it can be argued that problematic video game use is associated with several risk factors and mental health problems. In this regard, authors such as Fernandez-Castillo E., Concepcion-Martinez A. and Herrera-Jimenez L.F. (), in a study of Cuban adolescents, found frequent video game use. They found an age of onset of use between and years and a pattern of recreational use, mainly during the week. Secondly, it was found that during this stage of confi nement as a result of COVID- they report an increase in the use of internet, social networks and also video games compared to previous stages. Positive correlations were established between the development of protective factors, prosocial behavior and the decrease in dependence on video games, and between the presence of risk factors and the increase in this dependence, with a more unfavorable situation for males. It is necessary to develop intervention actions in this area.