Hábitos de juego y síntomas de adicción a los videojuegos en adolescentes españoles

  1. Javier Mora-Salgueiro
  2. Sandra Feijóo
  3. Teresa Braña
  4. Jesús Varela
  5. Antonio Rial
Journal:
Psicología conductual = behavioral psychology: Revista internacional de psicología clínica y de la salud

ISSN: 1132-9483

Year of publication: 2022

Volume: 30

Issue: 3

Pages: 627-639

Type: Article

More publications in: Psicología conductual = behavioral psychology: Revista internacional de psicología clínica y de la salud

Abstract

Gaming disorder has been receiving increased attention since its inclusion in the ICD-11. However, there are still few studies on minors in the Spanish context. The present study aimed to explore the gaming habits and symptomatology of gaming disorder in this population, as well as analyzing the relationship between both. Gaming habits were assessed such as frequency and weekly hours played and the Game Addiction Scale for Adolescents was applied to a sample of 3748 students between 12 and 17 years old. It was found that 13.5% presented symptoms of problematic gaming and 3.3% a possible video game addiction. There was also a relationship between gambling habits and the presence of addiction symptoms. These results are compared to other studies and the heterogeneity of data available in the field is highlighted. Additionally, the implications of the results for preventive actions carried out by developers and families are discussed.

Bibliographic References

  • Aarseth, E., Bean, A. M., Boonen, H., Colder Carras, M., Coulson, M., Das, D., Deleuze, J., Dunkels, E., Edman, J., Ferguson, C. J., Haagsma, M. C., Helmersson Bergmark, K., Hussain, Z., Jansz. J., Kardefelt-Winther, D., Kutner, L., Markey, P., Lundedal Nielsen, R. K., Prause, N., … Van Rooij, A. J. (2017). Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal. Journal of Behavioral Addictions, 6(3), 267-270. doi: 10.1556/2006.5.2016.088
  • American Psychiatric Association (2013). Diagnostic and statistical manual of mental disorders (5ª ed.). Arlington, VA: Autor.
  • Arbuckle, J. L. (2014). Amos (Version 23.0) [Software de ordenador]. IBM SPSS.
  • Asociación Española de Videojuegos (2019). Anuario 2019 [Annual Report 2019]. http://www.aevi.org.es/web/wp-content/uploads/2020/04/AEVI-ANUARIO-2019.pdf Billieux, J., Flayelle, M., Rumpf, H. J. y Stein, D. J. (2019). High involvement versus pathological involvement in video games: a crucial distinction for ensuring the validity and utility of gaming disorder. Current Addiction Reports, 6(3), 323-330. doi: 10.1007/s40429-019- 00259-x
  • Billieux, J., Schimmenti, A., Khazaal, Y., Maurage, P. y Heeren, A. (2015). Are we overpathologizing everyday life? A tenable blueprint for behavioral addiction research. Journal of Behavioral Addictions, 4(3). 119-123. doi: 10.1556/2006.4.2015.009
  • Byrne, B. M. (2009). Structural equation modeling with AMOS: basic concepts, applications, and programming (2ª ed.). Londres: Psychology Press.
  • Buiza-Aguado, C., Alonso-Canovas, A., Conde-Mateos, C., Buiza-Navarrete, J. J. y Gentile, D. (2018). Problematic video gaming in a young Spanish population: association with about:blank psychosocial health. Cyberpsychology, Behavior, and Social Networking, 21(6), 388- 394. doi: 10.1089/cyber.2017.0599
  • Carbonell, X. (2020) El diagnóstico de adicción a videojuegos en el DSM-5 y la CIE-11: retos y oportunidades para clínicos. Psychologist Papers, 41(3), 211-218. doi: 10.23923/pap.psicol2020.2935
  • Dias, P., Brito, R., Ribbens, W., Daniela, L., Rubene, Z., Dreier, M., Gemo, M., Di Gioia, R. y Chaudron, S. (2016). The role of parents in the engagement of young children with digital technologies: exploring tensions between rights of access and protection, from ‘Gatekeepers’ to ‘Scaffolders’. Global Studies of Childhood, 6(4), 414-427. doi: 10.1177/2043610616676024
  • Durkee, T., Kaess, M., Carli, V., Parzer, P., Wasserman, C., Floderus, B., Apter, A., Balazs, J., Barzilay, S., Bobes, J., Brunner, R., Corcoran, P., Cosman, D., Cotter, P., Despalins, R., Graber, N., Guillemin, F., Haring, C., Kahn, J.-P., … Wasserman, D. (2012). Prevalence of pathological internet use among adolescents in Europe: demographic and social factors. Addiction, 107(12), 2210-2222. doi: 10.1111/j.1360-0443.2012.03946.x
  • Entwistle, G. J., Blaszczynski, A. y Gainsbury, S. M. (2020). Are video games intrinsically addictive? An international online survey. Computers in Human Behavior, 106464. doi: 10.1016/j.chb.2020.106464
  • European Commission (2020). Digital Economy and Society Index (DESI) 2020. Use of internet services. Digital economy, recovery plan and skills. https://ec.europa.eu/digital-singlemarket/en/use-internet-and-online-activities
  • Fam, J. Y. (2018). Prevalence of internet gaming disorder in adolescents: a meta‐analysis across three decades. Scandinavian Journal of Psychology, 59(5), 524-531. doi: 10.1111/sjop.12459
  • Feng, W., Ramo, D., Chan, S. y Bourgeois, J. (2017). Internet gaming disorder: trends in prevalence 1998-2016. Addictive behaviors, 75, 17. doi: 10.1016%2Fj.addbeh.2017.06.010
  • Gómez-Gonzalvo, F., Devís-Devís, J. y Molina-Alventosa, P. (2020). El tiempo de uso de los videojuegos en el rendimiento académico de los adolescentes. Comunicar, 65, 89-99. doi: 10.3916/C65-2020-08
  • Griffiths, M. D. (2003). Videogames: advice for parents and teachers. Education and Health, 21(3), 48-49. https://sheu.org.uk/journal
  • Griffiths, M. D., Kuss, D. J., Lopez-Fernandez, O. y Pontes, H. M. (2017). Problematic gaming exists and is an example of disordered gaming. Commentary on: scholars’ open debate paper on the World Health Organization ICD-11 gaming disorder proposal (Aarseth et al.). Journal of Behavioral Addictions, 6(3), 296-301. doi: 10.1556/2006.6.2017.037
  • Griffiths, M. D., Van Rooij, A. J., Kardefelt-Winther, D., Starcevic, V., Király, O., Pallesen, S., Müller, K., Dreier, M., Carras, M., Prause, N., King, D. L., Aboujaoude, E., Kuss, D. J., Pontes, H. M., Lopez Fernandez, O., Nagygyorgy, K., Achab, S., Billieux, J., Quandt, T., … Demetrovics, Z. (2016). Working towards an international consensus on criteria for assessing Internet gaming disorder: a critical commentary on Petry et al. (2014). Addiction, 111(1), 167-175. doi: 10.1111%2Fadd.13057
  • Griffiths, M., J Kuss, D. y L King, D. (2012). Video game addiction: past, present and future. Current Psychiatry Reviews, 8(4), 308-318. doi: 10.2174/157340012803520414
  • Higuchi, S., Nakayama, H., Mihara, S., Maezono, M., Kitayuguchi, T. y Hashimoto, T. (2017). Inclusion of gaming disorder criteria in ICD-11: a clinical perspective in favour. Commentary on: scholars’ open debate paper on the World Health Organization ICD11 gaming disorder proposal (Aarseth et al.). Journal of Behavioral Addictions, 6, 293- 295. doi: 10.1556/2006.6.2017.049
  • Interactive Software Federation of Europe (2019). Key facts. 2018 trends & data. Interactive Software Federation of Europe. https://www.isfe.eu/wp-content/uploads/2019/08/ISFEKey-Facts-Brochure-FINAL.pdf
  • Johannes, N., Vuorre, M. y Przybylski, A. K. (2020). Video game play is positively correlated with well-being. Royal Society Open Science, 8(2). doi: 10.1098/rsos.202049
  • Jöreskog, K. G. y Sörbom, D. (1989). LISREL 7 User’s reference guide. Scientific Software International.
  • Kardefelt-Winther, D. (2015). A critical account of DSM-5 criteria for internet gaming disorder. Addiction Research y Theory, 23(2), 93-98. doi: 10.3109/16066359.2014.935350
  • Kardefelt-Winther, D. (2017) How does the time children spend using digital technology impact their mental well-being, social relationships and physical activity? An evidencefocused literature review. Innocenti Discussion Paper 2017-02. https://www.unicefirc.org/publications/pdf/Children-digital-technology-wellbeing.pdf
  • Khoury, B., Kogan C. y Daouk S. (2017). International classification of diseases 11th edition (ICD-11). En V. Zeigler-Hill y T. Shackelford (dirs.), Encyclopedia of personality and individual differences. Nueva York, NY: Springer.
  • King, D. L. y Delfabbro, P. H. (2020). Video game addiction. En C. A. Essau y P. H. Delfabbro (dirs.), Adolescent addiction (pp. 185-213). Cambridge, MA: Academic Press.
  • Klemm, C. y Pieters, W. (2017). Game mechanics and technological mediation: an ethical perspective on the effects of MMORPG’s. Ethics and Information Technology, 19(2), 81- 93. doi: 10.1007/s10676-017-9416-6
  • Kline, R. B. (2005). Principles and practice of structural equation modeling (2ª ed.). Nueva York, NY: Guilford.
  • Kovess-Masfety, V., Keyes, K., Hamilton, A., Hanson, G., Bitfoi, A., Golitz, D., Koç, C., Kuijpers, R., Lesinskiene, S., Mihova, Z., Otten, R., Fermanian, C. y Pez, O. (2016). Is time spent playing video games associated with mental health, cognitive and social skills in young children? Social Psychiatry and Psychiatric Epidemiology, 51(3), 349-357. doi: 10.1007/s00127-016-1179-6
  • Kuss, D. J. (2013). Internet gaming addiction: current perspectives. Psychology Research and Behavior Management, 6, 125-137. doi: 10.2147%2FPRBM.S39476
  • Lemmens, J. S., Valkenburg, P. M. y Gentile, D. A. (2015). The Internet Gaming Disorder Scale. Psychological Assessment, 27(2), 567-582. doi: 10.1037/pas0000062
  • Lemmens, J. S., Valkenburg, P. M. y Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12(1), 77-95. doi: 10.1080/15213260802669458
  • Limesurvey GmbH. (2003). LimeSurvey: an open source survey tool [Software de ordenador]. LimeSurvey GmbH.
  • Lloret, D., Morell, R., Marzo, J. C. y Tirado, S. (2018). Validación española de la Escala de adicción a videojuegos para adolescentes (GASA). Atención Primaria, 50(6), 350-358. doi: 10.1016/j.aprim.2017.03.015
  • Müller, K. W., Janikian, M., Dreier, M., Wölfling, K., Beutel, M. E., Tzavara, C., Richardson, C. y Tsitsika, A. (2015). Regular gaming behavior and internet gaming disorder in European adolescents: results from a cross-national representative survey of prevalence, predictors, and psychopathological correlates. European Child & Adolescent Psychiatry, 24(5), 565-574. doi: 10.1007/s00787-014-0611-2
  • Nikken, P. y Schols, M. (2015). How and why parents’ guide the media use of young children. Journal of Child and Family Studies, 24(11), 3423-3435. doi: 10.1007/s10826-015- 0144-4
  • Observatorio Español de las Drogas y las Adicciones y Plan Nacional sobre Drogas (2019). Informe sobre adicciones comportamentales. Juego y uso compulsivo de internet en las encuestas de drogas y adicciones en España EDADES y ESTUDES. Madrid: Delegación del Gobierno para el Plan Nacional sobre Drogas, Ministerio de Sanidad, Servicios Sociales e Igualdad.
  • Paulus, F. W., Ohmann, S., Von Gontard, A. y Popow, C. (2018). Internet gaming disorder in children and adolescents: a systematic review. Developmental Medicine y Child Neurology, 60(7), 645-659. doi: 10.1111/dmcn.13754
  • Petry, N. M., Rehbein, F., Gentile, D. A., Lemmens, J. S., Rumpf, H. J., Mößle, T., Bischof, G., Tao, R., Fung, D. S. S., Borges, G., Auriacombe, M., González Ibáñez, A., Tam, P. y O'Brien, C. P. (2014). An international consensus for assessing internet gaming disorder using the new DSM‐5 approach. Addiction, 109(9), 1399-1406. doi: 10.1111/add.12457
  • Rumpf, H., Achab, S., Billieux, J., Bowden-Jones, H., Carragher, N., Demetrovics, Z., Higuchi, S., King, D. L., Mann, K., Potenza, M., Saunders, J. B., Abbott, M., Ambekar, A., Aricak, O. T., Assanangkornchai, S., Bahar, N., Borges, G., Brand, M., Chan, E. M., … Poznyak, V. (2018). Including gaming disorder in the ICD-11: the need to do so from a clinical and public health perspective. Commentary on: a weak scientific basis for gaming disorder: Let us err on the side of caution (van Rooij et al., 2018). Journal of Behavioral Addictions, 7(3), 556-561. doi: 10.1556/2006.7.2018.59
  • Triberti, S., Milani, L., Villani, D., Grumi, S., Peracchia, S., Curcio, G. y Riva, G. (2018). What matters is when you play: investigating the relationship between online video games addiction and time spent playing over specific day phases. Addictive Behaviors Reports, 8, 185-188. doi: 10.1016/j.abrep.2018.06.003
  • UNICEF (2019) Child rights and online gaming: opportunities y challenges for children and the industry. UNICEF Innocenti https://www.unicefirc.org/files/upload/documents/UNICEF_ CRBDigitalWorldSeriesOnline_Gaming.pdf
  • van Rooij, A. J., Ferguson, C. J., Colder Carras, M., Kardefelt-Winther, D., Shi, J., Aarseth, E., Bean, A. M., Bergmark, K. H., Brus, A., Coulson, M., Deleuze, J., Dullur, P., Dunkels, E., Edman, J., Elson, M., Etchells, P. J., Fiskaali, A., Granic, I., Jansz, J., ... Przybylski, A. K. (2018). A weak scientific basis for gaming disorder: let us err on the side of caution. Journal of Behavioral Addictions, 7(1),1-9. doi: 10.1556/2006.7.2018.19
  • World Health Organization (2018). ICD-11. International classification of diseases 11th revision. The global standard for diagnostic health information. https://icd.who.int/en
  • Wölfling, K., Müller, K. W. y Beutel, M. E. (2011) Reliability and validity of the Scale for the Assessment of Pathological Computer-Gaming (CSV-S). Psychotherapie, Psychosomatik, Medizinische Psychologie, 61, 216-224. doi: 10.1055/s-0030-1263145
  • Wu, C. S. T., Wong, H. T., Yu, K. F., Fok, K. W., Yeung, S. M., Lam, C. H. y Liu, K. M. (2016). Parenting approaches, family functionality, and internet addiction among Hong Kong adolescents. BMC Pediatrics, 16(1), 1-10. doi: 10.1186/s12887-016-0666-y