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dc.contributor.authorGómez-Galán, José-
dc.contributor.authorLázaro-Pérez, Cristina-
dc.contributor.authorMartínez-López, José Ángel-
dc.contributor.otherTrabajo Sociales
dc.coverage.spatialEspañaes
dc.coverage.temporal2020-2021es
dc.date.accessioned2024-01-24T11:04:46Z-
dc.date.available2024-01-24T11:04:46Z-
dc.date.issued2021-07-01-
dc.identifier.citationJOURNAL OF NEW APPROACHES IN EDUCATIONAL RESEARCH, 2021, VOL. 10, NO. 2, 330-346, e-ISSN: 2254-7339es
dc.identifier.urihttp://hdl.handle.net/10201/137669-
dc.description.abstractThe use of video games has increased significantly in the last decade. The young population has always been more inclined to use them. However, the risks of addiction to them are growing with the access to the Internet and new digital devices, the lower cost of them, and the lack of parental control. On the other hand, a weird circumstance as the COVID-19 pandemic involves weeks-long confinements, which may significantly influence increased consumption. This study aims to know university students’ situation in Spain regarding the problem described in this pandemic scenario. It analyzes the use of video games and whether addiction risks appearance, examining which factors are determinants of this behavior. The method is based on various statistical techniques: descriptive analysis, the association between variables, and logistic regression to check the phenomenon studied, which are predictive variables. As a result, high video game consumption during confinement was got, finding addiction patterns in 16.6%. The excessive use of social networks and being male show significant relevance. These results also show the existence of comorbidity, meaning that university students may suffer from psychological and psychiatric disorders linked to other consumptions. Health and academic authorities should consider this individual, social, and health problem and implement prevention, detection, and treatment programs.es
dc.formatapplication/pdfes
dc.format.extent17es
dc.languageenges
dc.publisherUniversidad de Alicantees
dc.relationSin financiación externa a la Universidades
dc.rightsinfo:eu-repo/semantics/openAccesses
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectVideojuegoses
dc.subjectadicciónes
dc.subjectestudianteses
dc.titleExploratory Study on Video Game Addiction of College Students in a Pandemic Scenarioes
dc.typeinfo:eu-repo/semantics/articlees
dc.identifier.doihttps://doi.org/10.7821/naer.2021.7.750-
Aparece en las colecciones:Artículos: Trabajo Social

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