Videogame-related experiences among regular adolescent gamers
The objective of this study was to identify the videogame-related experiences expressed by regular adolescent gamers and to explore the socio-family factors related to these experiences. A cross-sectional observational and descriptive study was carried out with a convenience sample of regular Spanis...
Gespeichert in:
Veröffentlicht in: | PloS one 2020-07, Vol.15 (7), p.e0235327, Article 0235327 |
---|---|
Hauptverfasser: | , , , , , |
Format: | Artikel |
Sprache: | eng |
Schlagworte: | |
Online-Zugang: | Volltext |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
container_end_page | |
---|---|
container_issue | 7 |
container_start_page | e0235327 |
container_title | PloS one |
container_volume | 15 |
creator | Antonio Ponce-Blandon, Jose Espejel-Hernandez, Inocencio Romero-Martin, Macarena de las Mercedes Lomas-Campos, Maria Jimenez-Picon, Nerea Gomez-Salgado, Juan |
description | The objective of this study was to identify the videogame-related experiences expressed by regular adolescent gamers and to explore the socio-family factors related to these experiences. A cross-sectional observational and descriptive study was carried out with a convenience sample of regular Spanish videogamers between 16 and 18 years old. To measure the use of videogames for evasion and its negative consequences, the Questionnaire of Videogame-Related Experiences (Cuestionario de Experiencias Relacionadas con Videojuegos, CERV) was used and socio-family variables collected, evaluating their relationship with the results of the CERV. A total of 206 adolescents participated, 89.3% men [84.3-93.2] and 17.9% [12.9-23.9] allocating more than 35 hours a week to videogames. The CERV subscale related to the evasive use of videogames (max. = 24 points) obtained a mean value of 11.71 (SD = 3.52) and the mean value for the subscale related to the negative consequences (max. = 27 points) was 7.14 (SD = 3.33). A higher frequency of high values of evasive use (p = .038) and higher scores of this subscale (p = .02) were found in gamers without brothers or sisters. Higher scores and larger numbers of negative consequences were found in gamers who play more than 21 hours a week (p = .032). In conclusion, frequent use of videogames does not seem to be carried out with an evasive purpose, except in the case of absence of siblings. Frequent videogame use has only proven to carry a higher level of negative consequences when playing more than 21 hours a week. No other socio-family variables related to these subscales of the CERV have been identified. |
doi_str_mv | 10.1371/journal.pone.0235327 |
format | Article |
fullrecord | <record><control><sourceid>proquest_webof</sourceid><recordid>TN_cdi_plos_journals_2422400213</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><doaj_id>oai_doaj_org_article_6df9797cb77e4193b825e559bd8bcfea</doaj_id><sourcerecordid>2422400213</sourcerecordid><originalsourceid>FETCH-LOGICAL-c526t-ef7e05aff1a748082820bf23913b1164eedb1a946e2d68569da10cdb04119caf3</originalsourceid><addsrcrecordid>eNqNksmO1DAQhiMEYoaBN0AQiQsSSuMlduLDIKEWy0gjcQGulpdySMuJGztheXuc7kxrBnHg5JL91e_6q6oonmK0wbTBr3dhjqPym30YYYMIZZQ094pzLCipOEH0_q34rHiU0g4hRlvOHxZnlPBacM7Pi8uvvYXQqQGqCF5NYEv4tYfYw2gglWoIY1dG6GavYqls8JAMjFO5ZMT0uHjglE_wZD0vii_v333efqyuP3242r69rgwjfKrANYCYcg6rpm5RS1qCtCNUYKox5jWA1ViJmgOxvGVcWIWRsRrVGAujHL0onh919z4kuTpPktSE1AgRTDNxdSRsUDu5j_2g4m8ZVC8PFyF2UsWpNx4kt040ojG6aaDOLdItYcCY0LbVxoHKWm_W32Y9gF38RuXviN59Gftvsgs_ZEMZxkxkgZerQAzfZ0iTHPrcNu_VCGE-1E0RZ4wu6Iu_0H-7q4-UiSGlCO5UDEZy2YabLLlsg1y3Iac9u23klHQz_gy8OgI_QQeXzGHqJwzlhcnzQ1TkCC21tv9Pb_tJTX0Yt2EeJ_oHk03T8w</addsrcrecordid><sourcetype>Open Website</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2422400213</pqid></control><display><type>article</type><title>Videogame-related experiences among regular adolescent gamers</title><source>MEDLINE</source><source>DOAJ Directory of Open Access Journals</source><source>Elektronische Zeitschriftenbibliothek - Frei zugängliche E-Journals</source><source>Public Library of Science (PLoS)</source><source>PubMed Central</source><source>Free Full-Text Journals in Chemistry</source><creator>Antonio Ponce-Blandon, Jose ; Espejel-Hernandez, Inocencio ; Romero-Martin, Macarena ; de las Mercedes Lomas-Campos, Maria ; Jimenez-Picon, Nerea ; Gomez-Salgado, Juan</creator><contributor>Cimino, Silvia</contributor><creatorcontrib>Antonio Ponce-Blandon, Jose ; Espejel-Hernandez, Inocencio ; Romero-Martin, Macarena ; de las Mercedes Lomas-Campos, Maria ; Jimenez-Picon, Nerea ; Gomez-Salgado, Juan ; Cimino, Silvia</creatorcontrib><description>The objective of this study was to identify the videogame-related experiences expressed by regular adolescent gamers and to explore the socio-family factors related to these experiences. A cross-sectional observational and descriptive study was carried out with a convenience sample of regular Spanish videogamers between 16 and 18 years old. To measure the use of videogames for evasion and its negative consequences, the Questionnaire of Videogame-Related Experiences (Cuestionario de Experiencias Relacionadas con Videojuegos, CERV) was used and socio-family variables collected, evaluating their relationship with the results of the CERV. A total of 206 adolescents participated, 89.3% men [84.3-93.2] and 17.9% [12.9-23.9] allocating more than 35 hours a week to videogames. The CERV subscale related to the evasive use of videogames (max. = 24 points) obtained a mean value of 11.71 (SD = 3.52) and the mean value for the subscale related to the negative consequences (max. = 27 points) was 7.14 (SD = 3.33). A higher frequency of high values of evasive use (p = .038) and higher scores of this subscale (p = .02) were found in gamers without brothers or sisters. Higher scores and larger numbers of negative consequences were found in gamers who play more than 21 hours a week (p = .032). In conclusion, frequent use of videogames does not seem to be carried out with an evasive purpose, except in the case of absence of siblings. Frequent videogame use has only proven to carry a higher level of negative consequences when playing more than 21 hours a week. No other socio-family variables related to these subscales of the CERV have been identified.</description><identifier>ISSN: 1932-6203</identifier><identifier>EISSN: 1932-6203</identifier><identifier>DOI: 10.1371/journal.pone.0235327</identifier><identifier>PMID: 32649666</identifier><language>eng</language><publisher>SAN FRANCISCO: Public Library Science</publisher><subject>Adolescent ; Adolescent Behavior - physiology ; Adolescent Behavior - psychology ; Adolescents ; Biology and Life Sciences ; Body mass index ; Child development ; Computer & video games ; Computer and Information Sciences ; Cross-Sectional Studies ; Exercise ; Families & family life ; Female ; Humans ; Internet ; Male ; Medicine and Health Sciences ; Multidisciplinary Sciences ; Nursing ; People and Places ; Questionnaires ; Research and Analysis Methods ; Science & Technology ; Science & Technology - Other Topics ; Social Sciences ; Studies ; Surveys and Questionnaires ; Teenagers ; Time Factors ; Video Games - adverse effects ; Video Games - psychology</subject><ispartof>PloS one, 2020-07, Vol.15 (7), p.e0235327, Article 0235327</ispartof><rights>2020 Ponce-Blandón et al. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><rights>2020 Ponce-Blandón et al 2020 Ponce-Blandón et al</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>true</woscitedreferencessubscribed><woscitedreferencescount>6</woscitedreferencescount><woscitedreferencesoriginalsourcerecordid>wos000552603900009</woscitedreferencesoriginalsourcerecordid><citedby>FETCH-LOGICAL-c526t-ef7e05aff1a748082820bf23913b1164eedb1a946e2d68569da10cdb04119caf3</citedby><cites>FETCH-LOGICAL-c526t-ef7e05aff1a748082820bf23913b1164eedb1a946e2d68569da10cdb04119caf3</cites><orcidid>0000-0003-1422-7807</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC7351159/pdf/$$EPDF$$P50$$Gpubmedcentral$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC7351159/$$EHTML$$P50$$Gpubmedcentral$$Hfree_for_read</linktohtml><link.rule.ids>230,314,727,780,784,864,885,2102,2114,2928,23866,27924,27925,53791,53793,79600,79601</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/32649666$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><contributor>Cimino, Silvia</contributor><creatorcontrib>Antonio Ponce-Blandon, Jose</creatorcontrib><creatorcontrib>Espejel-Hernandez, Inocencio</creatorcontrib><creatorcontrib>Romero-Martin, Macarena</creatorcontrib><creatorcontrib>de las Mercedes Lomas-Campos, Maria</creatorcontrib><creatorcontrib>Jimenez-Picon, Nerea</creatorcontrib><creatorcontrib>Gomez-Salgado, Juan</creatorcontrib><title>Videogame-related experiences among regular adolescent gamers</title><title>PloS one</title><addtitle>PLOS ONE</addtitle><addtitle>PLoS One</addtitle><description>The objective of this study was to identify the videogame-related experiences expressed by regular adolescent gamers and to explore the socio-family factors related to these experiences. A cross-sectional observational and descriptive study was carried out with a convenience sample of regular Spanish videogamers between 16 and 18 years old. To measure the use of videogames for evasion and its negative consequences, the Questionnaire of Videogame-Related Experiences (Cuestionario de Experiencias Relacionadas con Videojuegos, CERV) was used and socio-family variables collected, evaluating their relationship with the results of the CERV. A total of 206 adolescents participated, 89.3% men [84.3-93.2] and 17.9% [12.9-23.9] allocating more than 35 hours a week to videogames. The CERV subscale related to the evasive use of videogames (max. = 24 points) obtained a mean value of 11.71 (SD = 3.52) and the mean value for the subscale related to the negative consequences (max. = 27 points) was 7.14 (SD = 3.33). A higher frequency of high values of evasive use (p = .038) and higher scores of this subscale (p = .02) were found in gamers without brothers or sisters. Higher scores and larger numbers of negative consequences were found in gamers who play more than 21 hours a week (p = .032). In conclusion, frequent use of videogames does not seem to be carried out with an evasive purpose, except in the case of absence of siblings. Frequent videogame use has only proven to carry a higher level of negative consequences when playing more than 21 hours a week. No other socio-family variables related to these subscales of the CERV have been identified.</description><subject>Adolescent</subject><subject>Adolescent Behavior - physiology</subject><subject>Adolescent Behavior - psychology</subject><subject>Adolescents</subject><subject>Biology and Life Sciences</subject><subject>Body mass index</subject><subject>Child development</subject><subject>Computer & video games</subject><subject>Computer and Information Sciences</subject><subject>Cross-Sectional Studies</subject><subject>Exercise</subject><subject>Families & family life</subject><subject>Female</subject><subject>Humans</subject><subject>Internet</subject><subject>Male</subject><subject>Medicine and Health Sciences</subject><subject>Multidisciplinary Sciences</subject><subject>Nursing</subject><subject>People and Places</subject><subject>Questionnaires</subject><subject>Research and Analysis Methods</subject><subject>Science & Technology</subject><subject>Science & Technology - Other Topics</subject><subject>Social Sciences</subject><subject>Studies</subject><subject>Surveys and Questionnaires</subject><subject>Teenagers</subject><subject>Time Factors</subject><subject>Video Games - adverse effects</subject><subject>Video Games - psychology</subject><issn>1932-6203</issn><issn>1932-6203</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><sourceid>AOWDO</sourceid><sourceid>ARHDP</sourceid><sourceid>EIF</sourceid><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><sourceid>GNUQQ</sourceid><sourceid>DOA</sourceid><recordid>eNqNksmO1DAQhiMEYoaBN0AQiQsSSuMlduLDIKEWy0gjcQGulpdySMuJGztheXuc7kxrBnHg5JL91e_6q6oonmK0wbTBr3dhjqPym30YYYMIZZQ094pzLCipOEH0_q34rHiU0g4hRlvOHxZnlPBacM7Pi8uvvYXQqQGqCF5NYEv4tYfYw2gglWoIY1dG6GavYqls8JAMjFO5ZMT0uHjglE_wZD0vii_v333efqyuP3242r69rgwjfKrANYCYcg6rpm5RS1qCtCNUYKox5jWA1ViJmgOxvGVcWIWRsRrVGAujHL0onh919z4kuTpPktSE1AgRTDNxdSRsUDu5j_2g4m8ZVC8PFyF2UsWpNx4kt040ojG6aaDOLdItYcCY0LbVxoHKWm_W32Y9gF38RuXviN59Gftvsgs_ZEMZxkxkgZerQAzfZ0iTHPrcNu_VCGE-1E0RZ4wu6Iu_0H-7q4-UiSGlCO5UDEZy2YabLLlsg1y3Iac9u23klHQz_gy8OgI_QQeXzGHqJwzlhcnzQ1TkCC21tv9Pb_tJTX0Yt2EeJ_oHk03T8w</recordid><startdate>20200710</startdate><enddate>20200710</enddate><creator>Antonio Ponce-Blandon, Jose</creator><creator>Espejel-Hernandez, Inocencio</creator><creator>Romero-Martin, Macarena</creator><creator>de las Mercedes Lomas-Campos, Maria</creator><creator>Jimenez-Picon, Nerea</creator><creator>Gomez-Salgado, Juan</creator><general>Public Library Science</general><general>Public Library of Science</general><general>Public Library of Science (PLoS)</general><scope>17B</scope><scope>AOWDO</scope><scope>ARHDP</scope><scope>BLEPL</scope><scope>DTL</scope><scope>DVR</scope><scope>EGQ</scope><scope>CGR</scope><scope>CUY</scope><scope>CVF</scope><scope>ECM</scope><scope>EIF</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>3V.</scope><scope>7QG</scope><scope>7QL</scope><scope>7QO</scope><scope>7RV</scope><scope>7SN</scope><scope>7SS</scope><scope>7T5</scope><scope>7TG</scope><scope>7TM</scope><scope>7U9</scope><scope>7X2</scope><scope>7X7</scope><scope>7XB</scope><scope>88E</scope><scope>8AO</scope><scope>8C1</scope><scope>8FD</scope><scope>8FE</scope><scope>8FG</scope><scope>8FH</scope><scope>8FI</scope><scope>8FJ</scope><scope>8FK</scope><scope>ABJCF</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ARAPS</scope><scope>ATCPS</scope><scope>AZQEC</scope><scope>BBNVY</scope><scope>BENPR</scope><scope>BGLVJ</scope><scope>BHPHI</scope><scope>C1K</scope><scope>CCPQU</scope><scope>D1I</scope><scope>DWQXO</scope><scope>FR3</scope><scope>FYUFA</scope><scope>GHDGH</scope><scope>GNUQQ</scope><scope>H94</scope><scope>HCIFZ</scope><scope>K9.</scope><scope>KB.</scope><scope>KB0</scope><scope>KL.</scope><scope>L6V</scope><scope>LK8</scope><scope>M0K</scope><scope>M0S</scope><scope>M1P</scope><scope>M7N</scope><scope>M7P</scope><scope>M7S</scope><scope>NAPCQ</scope><scope>P5Z</scope><scope>P62</scope><scope>P64</scope><scope>PATMY</scope><scope>PDBOC</scope><scope>PIMPY</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PTHSS</scope><scope>PYCSY</scope><scope>RC3</scope><scope>7X8</scope><scope>5PM</scope><scope>DOA</scope><orcidid>https://orcid.org/0000-0003-1422-7807</orcidid></search><sort><creationdate>20200710</creationdate><title>Videogame-related experiences among regular adolescent gamers</title><author>Antonio Ponce-Blandon, Jose ; Espejel-Hernandez, Inocencio ; Romero-Martin, Macarena ; de las Mercedes Lomas-Campos, Maria ; Jimenez-Picon, Nerea ; Gomez-Salgado, Juan</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c526t-ef7e05aff1a748082820bf23913b1164eedb1a946e2d68569da10cdb04119caf3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2020</creationdate><topic>Adolescent</topic><topic>Adolescent Behavior - physiology</topic><topic>Adolescent Behavior - psychology</topic><topic>Adolescents</topic><topic>Biology and Life Sciences</topic><topic>Body mass index</topic><topic>Child development</topic><topic>Computer & video games</topic><topic>Computer and Information Sciences</topic><topic>Cross-Sectional Studies</topic><topic>Exercise</topic><topic>Families & family life</topic><topic>Female</topic><topic>Humans</topic><topic>Internet</topic><topic>Male</topic><topic>Medicine and Health Sciences</topic><topic>Multidisciplinary Sciences</topic><topic>Nursing</topic><topic>People and Places</topic><topic>Questionnaires</topic><topic>Research and Analysis Methods</topic><topic>Science & Technology</topic><topic>Science & Technology - Other Topics</topic><topic>Social Sciences</topic><topic>Studies</topic><topic>Surveys and Questionnaires</topic><topic>Teenagers</topic><topic>Time Factors</topic><topic>Video Games - adverse effects</topic><topic>Video Games - psychology</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Antonio Ponce-Blandon, Jose</creatorcontrib><creatorcontrib>Espejel-Hernandez, Inocencio</creatorcontrib><creatorcontrib>Romero-Martin, Macarena</creatorcontrib><creatorcontrib>de las Mercedes Lomas-Campos, Maria</creatorcontrib><creatorcontrib>Jimenez-Picon, Nerea</creatorcontrib><creatorcontrib>Gomez-Salgado, Juan</creatorcontrib><collection>Web of Knowledge</collection><collection>Web of Science - Science Citation Index Expanded - 2020</collection><collection>Web of Science - Social Sciences Citation Index – 2020</collection><collection>Web of Science Core Collection</collection><collection>Science Citation Index Expanded</collection><collection>Social Sciences Citation Index</collection><collection>Web of Science Primary (SCIE, SSCI & AHCI)</collection><collection>Medline</collection><collection>MEDLINE</collection><collection>MEDLINE (Ovid)</collection><collection>MEDLINE</collection><collection>MEDLINE</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>ProQuest Central (Corporate)</collection><collection>Animal Behavior Abstracts</collection><collection>Bacteriology Abstracts (Microbiology B)</collection><collection>Biotechnology Research Abstracts</collection><collection>Nursing & Allied Health Database</collection><collection>Ecology Abstracts</collection><collection>Entomology Abstracts (Full archive)</collection><collection>Immunology Abstracts</collection><collection>Meteorological & Geoastrophysical Abstracts</collection><collection>Nucleic Acids Abstracts</collection><collection>Virology and AIDS Abstracts</collection><collection>Agricultural Science Collection</collection><collection>Health & Medical Collection</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>Medical Database (Alumni Edition)</collection><collection>ProQuest Pharma Collection</collection><collection>Public Health Database</collection><collection>Technology Research Database</collection><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>ProQuest Natural Science Collection</collection><collection>Hospital Premium Collection</collection><collection>Hospital Premium Collection (Alumni Edition)</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>Materials Science & Engineering Collection</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>Advanced Technologies & Aerospace Collection</collection><collection>Agricultural & Environmental Science Collection</collection><collection>ProQuest Central Essentials</collection><collection>Biological Science Collection</collection><collection>ProQuest Central</collection><collection>Technology Collection</collection><collection>Natural Science Collection</collection><collection>Environmental Sciences and Pollution Management</collection><collection>ProQuest One Community College</collection><collection>ProQuest Materials Science Collection</collection><collection>ProQuest Central Korea</collection><collection>Engineering Research Database</collection><collection>Health Research Premium Collection</collection><collection>Health Research Premium Collection (Alumni)</collection><collection>ProQuest Central Student</collection><collection>AIDS and Cancer Research Abstracts</collection><collection>SciTech Premium Collection</collection><collection>ProQuest Health & Medical Complete (Alumni)</collection><collection>Materials Science Database</collection><collection>Nursing & Allied Health Database (Alumni Edition)</collection><collection>Meteorological & Geoastrophysical Abstracts - Academic</collection><collection>ProQuest Engineering Collection</collection><collection>ProQuest Biological Science Collection</collection><collection>Agricultural Science Database</collection><collection>Health & Medical Collection (Alumni Edition)</collection><collection>Medical Database</collection><collection>Algology Mycology and Protozoology Abstracts (Microbiology C)</collection><collection>Biological Science Database</collection><collection>Engineering Database</collection><collection>Nursing & Allied Health Premium</collection><collection>Advanced Technologies & Aerospace Database</collection><collection>ProQuest Advanced Technologies & Aerospace Collection</collection><collection>Biotechnology and BioEngineering Abstracts</collection><collection>Environmental Science Database</collection><collection>Materials Science Collection</collection><collection>Publicly Available Content Database</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>Engineering Collection</collection><collection>Environmental Science Collection</collection><collection>Genetics Abstracts</collection><collection>MEDLINE - Academic</collection><collection>PubMed Central (Full Participant titles)</collection><collection>DOAJ Directory of Open Access Journals</collection><jtitle>PloS one</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Antonio Ponce-Blandon, Jose</au><au>Espejel-Hernandez, Inocencio</au><au>Romero-Martin, Macarena</au><au>de las Mercedes Lomas-Campos, Maria</au><au>Jimenez-Picon, Nerea</au><au>Gomez-Salgado, Juan</au><au>Cimino, Silvia</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Videogame-related experiences among regular adolescent gamers</atitle><jtitle>PloS one</jtitle><stitle>PLOS ONE</stitle><addtitle>PLoS One</addtitle><date>2020-07-10</date><risdate>2020</risdate><volume>15</volume><issue>7</issue><spage>e0235327</spage><pages>e0235327-</pages><artnum>0235327</artnum><issn>1932-6203</issn><eissn>1932-6203</eissn><abstract>The objective of this study was to identify the videogame-related experiences expressed by regular adolescent gamers and to explore the socio-family factors related to these experiences. A cross-sectional observational and descriptive study was carried out with a convenience sample of regular Spanish videogamers between 16 and 18 years old. To measure the use of videogames for evasion and its negative consequences, the Questionnaire of Videogame-Related Experiences (Cuestionario de Experiencias Relacionadas con Videojuegos, CERV) was used and socio-family variables collected, evaluating their relationship with the results of the CERV. A total of 206 adolescents participated, 89.3% men [84.3-93.2] and 17.9% [12.9-23.9] allocating more than 35 hours a week to videogames. The CERV subscale related to the evasive use of videogames (max. = 24 points) obtained a mean value of 11.71 (SD = 3.52) and the mean value for the subscale related to the negative consequences (max. = 27 points) was 7.14 (SD = 3.33). A higher frequency of high values of evasive use (p = .038) and higher scores of this subscale (p = .02) were found in gamers without brothers or sisters. Higher scores and larger numbers of negative consequences were found in gamers who play more than 21 hours a week (p = .032). In conclusion, frequent use of videogames does not seem to be carried out with an evasive purpose, except in the case of absence of siblings. Frequent videogame use has only proven to carry a higher level of negative consequences when playing more than 21 hours a week. No other socio-family variables related to these subscales of the CERV have been identified.</abstract><cop>SAN FRANCISCO</cop><pub>Public Library Science</pub><pmid>32649666</pmid><doi>10.1371/journal.pone.0235327</doi><tpages>17</tpages><orcidid>https://orcid.org/0000-0003-1422-7807</orcidid><oa>free_for_read</oa></addata></record> |
fulltext | fulltext |
identifier | ISSN: 1932-6203 |
ispartof | PloS one, 2020-07, Vol.15 (7), p.e0235327, Article 0235327 |
issn | 1932-6203 1932-6203 |
language | eng |
recordid | cdi_plos_journals_2422400213 |
source | MEDLINE; DOAJ Directory of Open Access Journals; Elektronische Zeitschriftenbibliothek - Frei zugängliche E-Journals; Public Library of Science (PLoS); PubMed Central; Free Full-Text Journals in Chemistry |
subjects | Adolescent Adolescent Behavior - physiology Adolescent Behavior - psychology Adolescents Biology and Life Sciences Body mass index Child development Computer & video games Computer and Information Sciences Cross-Sectional Studies Exercise Families & family life Female Humans Internet Male Medicine and Health Sciences Multidisciplinary Sciences Nursing People and Places Questionnaires Research and Analysis Methods Science & Technology Science & Technology - Other Topics Social Sciences Studies Surveys and Questionnaires Teenagers Time Factors Video Games - adverse effects Video Games - psychology |
title | Videogame-related experiences among regular adolescent gamers |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-04T17%3A41%3A43IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_webof&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Videogame-related%20experiences%20among%20regular%20adolescent%20gamers&rft.jtitle=PloS%20one&rft.au=Antonio%20Ponce-Blandon,%20Jose&rft.date=2020-07-10&rft.volume=15&rft.issue=7&rft.spage=e0235327&rft.pages=e0235327-&rft.artnum=0235327&rft.issn=1932-6203&rft.eissn=1932-6203&rft_id=info:doi/10.1371/journal.pone.0235327&rft_dat=%3Cproquest_webof%3E2422400213%3C/proquest_webof%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2422400213&rft_id=info:pmid/32649666&rft_doaj_id=oai_doaj_org_article_6df9797cb77e4193b825e559bd8bcfea&rfr_iscdi=true |