BackgroundThe emerging field of Information and Communications Technology (ICT) has brought about new interaction styles. Its excessive use may lead to addictive behaviours.The objective is to determine the prevalence of the problematic use of ICT such as Internet, mobile phones and video games, among adolescents enrolled in mandatory Secondary Education (ESO in Spanish) and to examine associated factors.MethodsCross sectional, multi-centric descriptive study. Population: 5538 students enrolled in years one to four of ESO at 28 schools in the Vallès Occidental region (Barcelona, Spain). Data collection: self-administered socio-demographic and ICT access questionnaire, and validated questionnaires on experiences related to the use of the Internet, mobile phones and video games (CERI, CERM, CERV).ResultsQuestionnaires were collected from 5,538 adolescents between the ages of 12 and 20 (77.3 % of the total response), 48.6 % were females. Problematic use of the Internet was observed in 13.6 % of the surveyed individuals; problematic use of mobile phones in 2.4 % and problematic use in video games in 6.2 %.Problematic Internet use was associated with female students, tobacco consumption, a background of binge drinking, the use of cannabis or other drugs, poor academic performance, poor family relationships and an intensive use of the computer.Factors associated with the problematic use of mobile phones were the consumption of other drugs and an intensive use of these devices.Frequent problems with video game use have been associated with male students, the consumption of other drugs, poor academic performance, poor family relationships and an intensive use of these games.ConclusionsThis study offers information on the prevalence of addictive behaviours of the Internet, mobile phones and video game use.The problematic use of these ICT devices has been related to the consumption of drugs, poor academic performance and poor family relationships.This intensive use may constitute a risk marker for ICT addiction.
Andres Chamarro*,**, Xavier Carbonell***, Josep Maria Manresa**,****, Raquel MunozMiralles**,*****, Raquel Ortega-Gonzalez******, M. Rosa Lopez-Morron*******, Carme Batalla-Martinez********, Pere Toran-Monserrat** * Departament Psicologia Basica, Evolutiva i de l'Educacio. Universitat Autonoma de Barcelona, Bellaterra, España. ** Unitat de Suport a la Recerca Metropolitana Nord, IDIAP Jordi Gol, Sabadell, España. *** FPCEE Blanquerna, Universitat Ramon Llull, Barcelona, España. **** Departament d'Infermeria, Universitat Autonoma de Barcelona, Bellaterra, España. ***** CAP Ca n'Oriac, Institut Catala de la Salut, Sabadell, España. ****** CAP Santa Perpetua de Mogoda, Institut Catala de la Salut, Santa Perpetua de Mogoda, España. ******* CAP Castellar, Institut Catala de la Salut, Castellar del Valles, España. ******** CAP Sant Quirze, Institut Catala de la Salut, Sant Quirze del Valles, España.El objetivo del presente estudio es validar el Cuestionario de Experiencias Relacionadas con los Videojuegos (CERV). El cuestionario consta de 17 ítems, desarrollados a partir del CERI de Beranuy y cols., y valora el uso problemático de los videojuegos no masivos. Se ha validado para adolescentes que cursan estudios de secundaria obligatoria. Para la validación se ha realizado un análisis factorial confirmatorio (AFC) y un análisis de consistencia interna. La estructura factorial muestra dos factores a) Dependencia psicológica y uso para la evasión, y b) Consecuencias negativas del uso de videojuegos. Se ofrecen puntos de corte de la escala para sujetos sin problemas en el uso de videojuegos (SP), problemas potenciales en el uso de videojuegos (PP) y problemas severos en el uso de videojuegos (PS). Los resultados indican que se da una mayor prevalencia entre varones y que el uso problemático disminuye con la edad. El CERV parece ser un buen instrumento para el cribado de adolescentes con dificultades derivadas del uso de videojuegos. Estudios futuros deberían relacionar el uso problemático de videojuegos con dificultades en otros ámbitos de la vida, como el académico.Palabras Clave: adicción a los videojuegos en línea; cuestionarios; estudios de validación; videojuegos; adicción a videojuegos.Resumen
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