Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

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

Bibliographic Data

ID5921625
AuthorsSamuel 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)
Year2023
Volume27
Issue3
Pages1-18
Publication date2023-12-14
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueRevista Electrónica Educare (JOURNAL)
Journal identifiersISSN: 1409-4258 • E-ISSN: 1409-4258
PublisherUniversidad Nacional de Costa Rica (PUBLISHER)
DOI10.15359/ree.27-3.17266
OpenAlexW4390098806
LanguageES
Citations received2
References cited11

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

    Open Access•Laura Widyanto, Mary Mcmurran•CyberPsychology & Behavior•2004

  • 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

Unique citing works2
Citations per year0.67
Citation span2023 - 2025 (3)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 2

Tools

Open DOIOpen Access
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae