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An Explanatory Model for the Relationship between Motivation in Sport, Victimization, and Video Game Use in Schoolchildren

(1) Background: Society is changing amazingly fast, and this is bringing about changes in the way that people spend their free time. In the 21st century, free time is increasingly spent using technological devices such as video games, thus increasing levels of sedentariness. The aim of the present s...

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Published in:International journal of environmental research and public health 2018-08, Vol.15 (9), p.1866
Main Authors: Castro-Sánchez, Manuel, Chacón-Cuberos, Ramón, Ubago-Jiménez, José Luis, Zafra-Santos, Edson, Zurita-Ortega, Félix
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container_title International journal of environmental research and public health
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Chacón-Cuberos, Ramón
Ubago-Jiménez, José Luis
Zafra-Santos, Edson
Zurita-Ortega, Félix
description (1) Background: Society is changing amazingly fast, and this is bringing about changes in the way that people spend their free time. In the 21st century, free time is increasingly spent using technological devices such as video games, thus increasing levels of sedentariness. The aim of the present study was to define an explanatory model for the problematic use of video games, physical activity, motivational climate in sports, and victimization in schoolchildren, and to analyze the relationships between these variables according to gender; (2) Methods: A total of 734 schoolchildren, of both sexes, participated in this research study. They were aged from 10 to 12 and lived in the province of Granada (Spain). The main instruments used were the questionnaires PMCSQ-2, PAQ-C, QERV, and SVS. A multigroup structural equation model was used, which had an excellent fit (χ² = 319.472; df = 72; < 0.001; CFI = 0.962; NFI = 0.952; IFI = 0.962; RMSEA = 0.048); (3) Results: The practice of physical activity was related negatively and indirectly to the problematic use of video games ((r = -0.085, boys); (r = -0.081, girls)), and this in turn was related positively and directly to victimization ((r = 0.094, boys); (r = 0.174, girls)). Additionally, task climate was inversely related to the problematic use of video games for girls (r = -0.133), and ego climate was directly related to the use of these devices only with regard to boys (r = 0.250). (4) Conclusions: It must be noted that schoolchildren's pathological use of video games is closely related to lower levels of physical activity. In addition, those motivational climates in sports that are oriented towards performance exacerbate this pathological behavior, which accentuates the importance of promoting motivational climates that are oriented towards tasks in schoolchildren.
doi_str_mv 10.3390/ijerph15091866
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In the 21st century, free time is increasingly spent using technological devices such as video games, thus increasing levels of sedentariness. The aim of the present study was to define an explanatory model for the problematic use of video games, physical activity, motivational climate in sports, and victimization in schoolchildren, and to analyze the relationships between these variables according to gender; (2) Methods: A total of 734 schoolchildren, of both sexes, participated in this research study. They were aged from 10 to 12 and lived in the province of Granada (Spain). The main instruments used were the questionnaires PMCSQ-2, PAQ-C, QERV, and SVS. A multigroup structural equation model was used, which had an excellent fit (χ² = 319.472; df = 72; &lt; 0.001; CFI = 0.962; NFI = 0.952; IFI = 0.962; RMSEA = 0.048); (3) Results: The practice of physical activity was related negatively and indirectly to the problematic use of video games ((r = -0.085, boys); (r = -0.081, girls)), and this in turn was related positively and directly to victimization ((r = 0.094, boys); (r = 0.174, girls)). Additionally, task climate was inversely related to the problematic use of video games for girls (r = -0.133), and ego climate was directly related to the use of these devices only with regard to boys (r = 0.250). (4) Conclusions: It must be noted that schoolchildren's pathological use of video games is closely related to lower levels of physical activity. In addition, those motivational climates in sports that are oriented towards performance exacerbate this pathological behavior, which accentuates the importance of promoting motivational climates that are oriented towards tasks in schoolchildren.</description><identifier>ISSN: 1660-4601</identifier><identifier>ISSN: 1661-7827</identifier><identifier>EISSN: 1660-4601</identifier><identifier>DOI: 10.3390/ijerph15091866</identifier><identifier>PMID: 30158454</identifier><language>eng</language><publisher>Switzerland: MDPI AG</publisher><subject>Aggressiveness ; Anxiety ; Behavior ; Bullying ; Bullying - psychology ; Child ; Children ; Children &amp; youth ; Climate ; Computer &amp; video games ; Crime Victims - psychology ; Ego ; Exercise ; Exercise - psychology ; Female ; Girls ; Humans ; Male ; Motivation ; Physical activity ; Risk factors ; Sex Factors ; Society ; Spain - epidemiology ; Sports - psychology ; Surveys and Questionnaires ; Teenagers ; Victimization ; Video Games - statistics &amp; numerical data ; Weight control</subject><ispartof>International journal of environmental research and public health, 2018-08, Vol.15 (9), p.1866</ispartof><rights>2018. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><rights>2018 by the authors. 2018</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c418t-558adbd8d850246d70207d608f8d2c154d245e9d8490f2654e7350bc2392498e3</citedby><cites>FETCH-LOGICAL-c418t-558adbd8d850246d70207d608f8d2c154d245e9d8490f2654e7350bc2392498e3</cites><orcidid>0000-0002-2357-3093 ; 0000-0003-0937-1089 ; 0000-0002-7252-209X ; 0000-0002-1189-894X</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.proquest.com/docview/2123866110/fulltextPDF?pq-origsite=primo$$EPDF$$P50$$Gproquest$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://www.proquest.com/docview/2123866110?pq-origsite=primo$$EHTML$$P50$$Gproquest$$Hfree_for_read</linktohtml><link.rule.ids>230,314,727,780,784,885,25753,27924,27925,37012,37013,44590,53791,53793,74998</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/30158454$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Castro-Sánchez, Manuel</creatorcontrib><creatorcontrib>Chacón-Cuberos, Ramón</creatorcontrib><creatorcontrib>Ubago-Jiménez, José Luis</creatorcontrib><creatorcontrib>Zafra-Santos, Edson</creatorcontrib><creatorcontrib>Zurita-Ortega, Félix</creatorcontrib><title>An Explanatory Model for the Relationship between Motivation in Sport, Victimization, and Video Game Use in Schoolchildren</title><title>International journal of environmental research and public health</title><addtitle>Int J Environ Res Public Health</addtitle><description>(1) Background: Society is changing amazingly fast, and this is bringing about changes in the way that people spend their free time. In the 21st century, free time is increasingly spent using technological devices such as video games, thus increasing levels of sedentariness. The aim of the present study was to define an explanatory model for the problematic use of video games, physical activity, motivational climate in sports, and victimization in schoolchildren, and to analyze the relationships between these variables according to gender; (2) Methods: A total of 734 schoolchildren, of both sexes, participated in this research study. They were aged from 10 to 12 and lived in the province of Granada (Spain). The main instruments used were the questionnaires PMCSQ-2, PAQ-C, QERV, and SVS. A multigroup structural equation model was used, which had an excellent fit (χ² = 319.472; df = 72; &lt; 0.001; CFI = 0.962; NFI = 0.952; IFI = 0.962; RMSEA = 0.048); (3) Results: The practice of physical activity was related negatively and indirectly to the problematic use of video games ((r = -0.085, boys); (r = -0.081, girls)), and this in turn was related positively and directly to victimization ((r = 0.094, boys); (r = 0.174, girls)). Additionally, task climate was inversely related to the problematic use of video games for girls (r = -0.133), and ego climate was directly related to the use of these devices only with regard to boys (r = 0.250). (4) Conclusions: It must be noted that schoolchildren's pathological use of video games is closely related to lower levels of physical activity. 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In the 21st century, free time is increasingly spent using technological devices such as video games, thus increasing levels of sedentariness. The aim of the present study was to define an explanatory model for the problematic use of video games, physical activity, motivational climate in sports, and victimization in schoolchildren, and to analyze the relationships between these variables according to gender; (2) Methods: A total of 734 schoolchildren, of both sexes, participated in this research study. They were aged from 10 to 12 and lived in the province of Granada (Spain). The main instruments used were the questionnaires PMCSQ-2, PAQ-C, QERV, and SVS. A multigroup structural equation model was used, which had an excellent fit (χ² = 319.472; df = 72; &lt; 0.001; CFI = 0.962; NFI = 0.952; IFI = 0.962; RMSEA = 0.048); (3) Results: The practice of physical activity was related negatively and indirectly to the problematic use of video games ((r = -0.085, boys); (r = -0.081, girls)), and this in turn was related positively and directly to victimization ((r = 0.094, boys); (r = 0.174, girls)). Additionally, task climate was inversely related to the problematic use of video games for girls (r = -0.133), and ego climate was directly related to the use of these devices only with regard to boys (r = 0.250). (4) Conclusions: It must be noted that schoolchildren's pathological use of video games is closely related to lower levels of physical activity. 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subjects Aggressiveness
Anxiety
Behavior
Bullying
Bullying - psychology
Child
Children
Children & youth
Climate
Computer & video games
Crime Victims - psychology
Ego
Exercise
Exercise - psychology
Female
Girls
Humans
Male
Motivation
Physical activity
Risk factors
Sex Factors
Society
Spain - epidemiology
Sports - psychology
Surveys and Questionnaires
Teenagers
Victimization
Video Games - statistics & numerical data
Weight control
title An Explanatory Model for the Relationship between Motivation in Sport, Victimization, and Video Game Use in Schoolchildren
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