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  1. Home
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Browsing by Subject "Video game"

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    Análisis de la frecuencia y problemática en el uso de las tecnologías de los adolescentes según el género
    (Servicio de Publicaciones. Universidad dde Murcia, 2026) Gallardo Guerrero, Ana María; De la Fuente-Martín, Rocío; Baena González, Rafael; Heredia Bautista, Juan Manuel; Sin departamento asociado
    Information and Communication Tech nologies have changed the forms of re lationships and communication among the adolescent population. The objective of this study was to analyze, according to gender, the use and problems of new technologies in Andalusian adolescents, and the relationship between the frequen cy of use and the associated problems. In the present study, 388 adolescents partic ipated (51.8% boys, 48.2% girls), aged between 12 and 18 years (M = 14.37; SD = 1.18), from two educational centers in the province of Seville, who responded to the Problematic Use of New Technologies (UPNT) questionnaire. The study used a descriptive, relational, and cross-section al design. The results showed that adoles cents use the Internet, mobile phones, and television daily, without gender differenc es. However, in the use of video games, boys play more frequently than girls, and the problems derived from the use of vid eo games are significantly greater among boys. The mobile phone is the device that causes the most problems among adoles cents, while video games generate prob lems especially among boys, showing a significant correlation between their use and behaviors. These findings suggest the need for specific intervention programs to address the problems derived from the use of technology and to promote great er awareness about the responsible use of the Internet, video games, mobile phones, and television.
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    El papel del videojuego en la socialización preventiva contra la violencia de género. El caso de poder violeta 2 y el acoso sexual en el transporte público de Bogotá
    (Universidad de Murcia, Servicio de Publicaciones, 2023) Tobar-Fernández, María Inmaculada
    Este trabajo estudia el papel del videojuegoen la socialización preventiva contra la violencia de género y contribuyeal estudio y conocimiento de su proyección comunicativa en el ámbito de la movilización, la concienciación social y el empoderamiento de la mujer. Para ellose realizaun análisis de la experiencia de juego, de la narración y del mundo lúdico/narrativo del videojuego Poder Violeta 2a través de un modelo metodológico basado en una triangulación de tres métodos: la autoetnografía, el análisis narrativo y la entrevista en profundidad. El estudio realizado nos permite afirmar que, además de proporcionar entretenimiento, Poder Violeta 2tienen la capacidad de trasmitir valores y roles, lo que lo convierten en una herramienta idónea de aprendizaje, de socialización y de empoderamiento ciudadano. Lasmecánicas simplesy fáciles de comprenderque presenta, junto conla simplicidad de su diseño lo conviertenen una simulación muy precisa de la realidad social que representa.
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    Women and videogames: What do they play?
    (Universidad de Murcia. Servicio de Publicaciones, 2022) Labrador, Francisco Javier; Fernández Arias, Ignacio; Martín Ruipérez, Sofía; Bernaldo de Quirós, Mónica; Vallejo Achón, Marina; Sánchez Iglesias, Iván; Labrador, Marta; Estupiñá, Francisco José
    The information on the use of Videogames (VG) in general samples fundamentally reflects the characteristics of men, because of their greater participation in VG, making it difficult to identify the characteris-tics of women and their gaming activity. Objective: To describe the gaming behaviour of adolescent and young women in Madrid, and its relation with the development of gaming problems. Method: A self-report questionnaire (Gamertest) was applied to a sample of 1,228 women (12 - 22 years old) (M = 14.84; SD = 2.469), selected by randomized sampling in schools in the Community of Madrid. Results: 51% of women admit gaming. The typical profile is a woman who plays VG sporadically and for short periods of time, preferably Action and Adventure games or Puzzles and Platforms, mainly on smartphones, at home and alone, with the purpose of having fun. The main predictive variables of gaming problems, identified with the Internet Gaming Disorder (IGD) in women are: a greater number of hours of use, playing Massively Multiplayer Online Role-Playing Game (MMORPG), and Strategy VG. The most protective factor is playing VG accompanied. The results are discussed.

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