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: | , | 
|---|---|
| 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. | 
|---|
 Nota importante:
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).
    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).
 
   
   
             
            