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Adicción a los videojuegos y al internet en estudiantado mexicano de bachillerato

Dados Bibliográficos

ID5921625
AutoresSamuel Alejandro Portillo-Peñuela (0000-0002-1521-6619, Sonora Institute of Technology), Juan Francisco Caldera-Montes (0000-0002-8999-3736, Universidad de Guadalajara), Karina Sedeño-Peralta (0000-0003-2395-1936, Universidad de Guadalajara), María Del Rosario Zamora-Betancourt (0000-0002-2731-4208, Universidad de Guadalajara), Oscar Ulises Reynoso-González (0000-0002-0598-4665, Universidad de Guadalajara), Ignacio Pérez-Pulido (0000-0002-8215-8850, Universidad de Guadalajara)
Ano2023
Volume27
Fascículo3
Páginas1-18
Data de publicação2023-12-14
Open AccessSim
TipoARTICLE
PeriódicoRevista Electrónica Educare (JOURNAL)
Identificadores do periódicoISSN: 1409-4258 • E-ISSN: 1409-4258
EditoraUniversidad Nacional de Costa Rica (PUBLISHER)
DOI10.15359/ree.27-3.17266
OpenAlexW4390098806
IdiomaES
Citações recebidas2
Referências citadas11

Introduction. The indiscriminate use of Information and Communication Technologies in modern society has led to dependence on technological devices and their connectivity to the Internet, particularly for leisure and entertainment. Objectives. This study aims to (1) identify the prevalence of internet and video game addiction among high school students in Mexico, and (2) explore associations between addiction levels, gender, context (urban/rural), and age. Method. A non-experimental, cross-sectional study design with a descriptive-correlational approach was employed. An incidental sample of 419 students completed the Internet and Video Game Addiction Questionnaire for Adolescents (CAIVA) developed by Chahín-Pinzón & Briñez (2018). Findings. The analysis revealed that students exhibited low levels of addiction to video games and the Internet. Additionally, it was observed that males had higher levels of addiction to video games. Furthermore, no significant differences were noted between students from urban and rural contexts in both cases. Finally, significant negative correlations were identified between these variables and age. Conclusions. In general, while the majority of participants fell into the category without addiction to video games and the Internet, those exhibiting addiction tended to show a decrease in prevalence as they aged. Men were found to be more susceptible to video game addiction, whereas women were more prone to Internet addiction. It is pertinent to expand the current research trajectory by incorporating additional variables and methodologies that positively impact the reduction of this issue

Art · Humanities · Communication and COVID-19 Impact · Impact of Technology on Adolescents · Psychology

  • Psychometric Properties of the Video Game Experiences Questionnaire (Cerv), Problematic Use of Video Games and the Link with the Use of Mobile Devices in Mexican Children

    Open Access•Rocío Martínez-Hernández, Jorge Zamarripa et al.•International Journal of…•2025

  • Adicción a los videojuegos y al internet en estudiantado mexicano de bachillerato

    Open Access•Samuel Alejandro Portillo-Peñuela, Juan Francisco Caldera-Montes et al.•Revista Electrónica Educare•2023

  • Video game play is positively correlated with well-being

    Open Access•Niklas Johannes, Matti Vuorre et al.•Royal Society Open Science•2021

  • Comparison of Convenience Sampling and Purposive Sampling

    Open Access•Ilker Etikan•American Journal of Theoretical…•2016

  • The Psychometric Properties of the Internet Addiction Test

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  • Association between Facebook addiction, self-esteem and life satisfaction

    Open Access•Agata Błachnio, Aneta Przepiórka et al.•Computers in Human Behavior•2015

  • Adicción a las TIC. Perspectiva docente desde tres centros universitarios

    Open Access•María Teresa Prieto Quezada, Alfredo Leonardo Romero-Sánchez et al.•Alteridad•2023

  • Problematic use of online social networks

    Open Access•Rubicelia Valencia-Ortíz, Urtza Garay Ruíz et al.•Alteridad•2023

  • Dependencia y adicción al smartphone entre el alumnado universitario

    Open Access•Rosabel Roig-Vila, Alexander López-Padrón et al.•Alteridad•2023

  • Estudio de la prevalencia del phubbing durante clases ocasionado por el uso de apps

    Open Access•Gladys del Carmen Medina Morales, Gladys del Carmen Medina-Morales et al.•Alteridad•2023

  • Problematic Internet uses and depression in adolescents

    Open Access•Raquel Lozano-Blasco, Alejandra Cortés-Pascual•Comunicar•2020

  • Adicción a los videojuegos y al internet en estudiantado mexicano de bachillerato

    Open Access•Samuel Alejandro Portillo-Peñuela, Juan Francisco Caldera-Montes et al.•Revista Electrónica Educare•2023

  • De los videojuegos a la gamificación como estrategia metodológica inclusiva

    Open Access•María López-Marí, Ángel San Martín-Alonso et al.•Revista Colombiana de Educación•2022

Citações por ano0,67
Intervalo de citações2023 - 2025 (3)
Altamente citadoNão

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