Journal of Human Sport and Exercise - 2020 - Winter Conferences of Sports Science 2020
DOI: 10.14198/jhse.2020.15.proc2.25
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Relationship between the use of video games and physical-healthy, psychosocial and academic indicators in primary schoolchildren

Abstract: The use of different digital devices is a widespread practice among young people. These acts will be a key conditioning factor in their health and quality of life. Therefore, the purpose of the study is to establish the relationships between the problematic use of video games with physical-healthy and psychosocial variables in Primary Education students. This study is descriptive and cross-sectional in nature, developed in a sample of 577 primary schoolchildren, aged between 11-12 years (M = 11.41; S.D. = 0.49… Show more

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Cited by 5 publications
(4 citation statements)
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“…Most studies ( n = 33) assessed problematic gaming using self-report questionnaires, while one collected the data through diagnostic interviews ( 41 ). Seventeen studies employed self-report instruments based on the DSM-5's IGD criteria, while seven studies used the Gaming Addiction Scale for Adolescents [GASA; ( 56 – 58 , 61 , 65 67 )], one study adapted the criteria of pathological gambling ( 70 ), four studies adapted the DSM-IV-TR or the ICD-10 substance dependence criteria ( 24 , 52 , 71 , 72 ), whereas four studies used instruments that were based on general addiction symptoms ( 62 , 63 , 77 , 78 ). In addition, one study assessed problematic gaming exclusively based on time spent playing, with four hours or more playing per day defined as “excessive gaming” ( 79 ).…”
Section: Resultsmentioning
confidence: 99%
“…Most studies ( n = 33) assessed problematic gaming using self-report questionnaires, while one collected the data through diagnostic interviews ( 41 ). Seventeen studies employed self-report instruments based on the DSM-5's IGD criteria, while seven studies used the Gaming Addiction Scale for Adolescents [GASA; ( 56 – 58 , 61 , 65 67 )], one study adapted the criteria of pathological gambling ( 70 ), four studies adapted the DSM-IV-TR or the ICD-10 substance dependence criteria ( 24 , 52 , 71 , 72 ), whereas four studies used instruments that were based on general addiction symptoms ( 62 , 63 , 77 , 78 ). In addition, one study assessed problematic gaming exclusively based on time spent playing, with four hours or more playing per day defined as “excessive gaming” ( 79 ).…”
Section: Resultsmentioning
confidence: 99%
“…Since computer use and Internet access are practically universal, many researchers [ 23 , 24 , 25 , 26 , 27 , 28 , 29 , 30 , 31 ] have proposed prevention programmes and instruments to detect addictions and other behaviour problems. To improve the situation, a healthy mix of lifestyle behaviours in childhood involving less screen time, healthy eating patterns and balanced daily PA, is endorsed [ 32 ].…”
Section: Introductionmentioning
confidence: 99%
“…The ramifications of this excessive screen usage have necessitated the proposal of preventive programs and the development of tools to identify addiction and other behavioral issues [27]. To ameliorate this situation, it has been established that a balanced amalgamation of lifestyle behaviors during childhood, encompassing reduced ST, the adoption of healthy dietary patterns, and regular PA, is necessary [28].…”
Section: Discussionmentioning
confidence: 99%