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Problematic Use of Video Games in Schooled Adolescents: The Role of Passion
The present study aims to determine the predictive value of sociodemographic, academic, educational clinical psychological variables-ADHD diagnosis, emotional self-regulation, passion and emotional and behavioural symptoms-and modality of use of video games in adolescents who either make potentially...
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Published in: | Behavioral sciences 2024-10, Vol.14 (11), p.992 |
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Main Authors: | , , , |
Format: | Article |
Language: | English |
Subjects: | |
Citations: | Items that this one cites |
Online Access: | Get full text |
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Summary: | The present study aims to determine the predictive value of sociodemographic, academic, educational clinical psychological variables-ADHD diagnosis, emotional self-regulation, passion and emotional and behavioural symptoms-and modality of use of video games in adolescents who either make potentially problematic or severely problematic use of video games. This is a descriptive cross-sectional study in which 2.533 Galician students (region located in the northwest of Spain) aged between 11 and 20 years participated, who were selected through multistage random sampling. The mean age was 14.78 years (SD = 1.76). The analysis of the data seems to indicate that in the prediction of the problematic use of video games, different variables are combined, among which passion plays a capital role. In addition, the problematic use of video games is related to poor parental control, poor academic performance, use of addictive substances or to an earlier onset, as well as with the diagnosis of ADHD and with greater negative emotional and behavioural symptoms. The results of this study may be of interest for the design and implementation of preventive and corrective actions aimed at reducing the problematic or addictive use of video games. |
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ISSN: | 2076-328X 2076-328X |
DOI: | 10.3390/bs14110992 |