Video games: Adicction and predictors
Descripción del Articulo
Assesses the way relate the familiar and interactive styles (decision-making and tendency to risk) with the video game addiction among adolescents, as well as the consequences that generates addiction games assertiveness, aggressiveness and academic performance. It employed a strat...
Autores: | , |
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Formato: | artículo |
Fecha de Publicación: | 2010 |
Institución: | Universidad Femenina del Sagrado Corazón |
Repositorio: | Revistas - Universidad Femenina del Sagrado Corazón |
Lenguaje: | español |
OAI Identifier: | oai:ojs.revistas.unife.edu.pe:article/1924 |
Enlace del recurso: | https://revistas.unife.edu.pe/index.php/avancesenpsicologia/article/view/1924 |
Nivel de acceso: | acceso abierto |
Materia: | Adicción, asertividad, agresividad, adolescentes, toma de decisiones, funcionalidad familiar, rendimiento académico, videos juegos. Addiction, assertiveness, aggressiveness, adolescents, interactive styles (decision-making and tendency to risk), family functioning, academic performance, video games |
Sumario: | Assesses the way relate the familiar and interactive styles (decision-making and tendency to risk) with the video game addiction among adolescents, as well as the consequences that generates addiction games assertiveness, aggressiveness and academic performance. It employed a stratified probability sample of schoolchildren in state secondary schools Metropolitan Lima, including schoolchildren of both sexes aged between 11 and 18 years. The results indicate that 85% of adolescents have access to video games, even if the boys play more than women, while women (70.6%) and men (94.7%) make use of high videogame. Notable among the places where the games are played the home (40%) and in the booths Internet (42%). As to the relationship between the use of video games and psychological variables (family functioning, decision making and aggressive behavior) are explained variability of the model is 14%, being the most important factor explaining the functionality family (ß = -0.256, p<0.01). We also found that the lower the greater assertiveness and aggressiveness then academic performance is low, relationships that are conditioned by the increased access or use of the games. |
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La información contenida en este registro es de entera responsabilidad de la institución que gestiona el repositorio institucional donde esta contenido este documento o set de datos. El CONCYTEC no se hace responsable por los contenidos (publicaciones y/o datos) accesibles a través del Repositorio Nacional Digital de Ciencia, Tecnología e Innovación de Acceso Abierto (ALICIA).