2009
DOI: 10.1590/s0047-20852009000300004
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O uso de videogames, jogos de computador e internet por uma amostra de universitários da Universidade de São Paulo

Abstract: Palavras-chaveVideogame, jogos eletrônicos, dependência, estudantes universitários. RESUMOobjetivo: Avaliar uso de jogos eletrônicos (videogames, jogos de computador e internet) em uma amostra de universitários. método: Um questionário a respeito de comportamentos relacionados ao uso de jogos eletrônicos, contendo a escala Problem Videogame Playing (PVP), foi aplicado em 100 alunos da Universidade de São Paulo (USP). resultados: A maioria (83%) relatou ter jogado no último ano, dentre a qual 81,9% eram homens,… Show more

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Cited by 33 publications
(50 citation statements)
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“…They reference the possibility of relaxing, the challenge of overcoming steps and playing with friends as the aspects that please them most about the activity. The fi ndings reveal that gaming appears to be a ludic activity, consistent with current entertainment, as noted in a previous study with university students (Suzuki et al, 2009). However, the answers draw attention to the relationship between games and violence, a controversial topic in the literature.…”
Section: Discussionsupporting
confidence: 87%
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“…They reference the possibility of relaxing, the challenge of overcoming steps and playing with friends as the aspects that please them most about the activity. The fi ndings reveal that gaming appears to be a ludic activity, consistent with current entertainment, as noted in a previous study with university students (Suzuki et al, 2009). However, the answers draw attention to the relationship between games and violence, a controversial topic in the literature.…”
Section: Discussionsupporting
confidence: 87%
“…The girls reported greater use related to the institution they attend, more frequent use in conversations with boyfriends, and playing more games involving humor than do boys. These differences suggest a profi le of greater risk to boys, especially in relation to gaming, as observed in previous studies (Blinka & Smahel, 2011;Suzuki et al, 2009). This variable should be considered when planning activities with this population, mainly to prevent misuse of these technologies.…”
Section: Discussionsupporting
confidence: 58%
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