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Uso de videojuegos y su relación con las conductas sedentarias en una población escolar y universitaria

Authors: Castro Sánchez, Manuel; Martínez Martínez, Asunción; Zurita Ortega, Félix; Chacón Cuberos, Ramón; Espejo Garcés, Tamara; Cabrera Fernández, Ángel;

Uso de videojuegos y su relación con las conductas sedentarias en una población escolar y universitaria

Abstract

El sedentarismo es uno de los principales problemas a los que se enfrenta la sociedad actual, que en las últimas dos décadas ha derivado en una nueva vertiente conocida como “sedentarismo tecnológico” al sustituir el tiempo libre dedicado a la práctica de actividad física por el uso de televisión, ordenador y videoconsolas. Por ello se plantea el objetivo de conocer los hábitos sedentarios y patrones de uso y consumo de videojuegos en una población escolar y universitaria, comprobando si existen diferencias significativas en función de las variables sexo y etapa educativa. La muestra contó con 155 individuos con un rango de edad comprendido entre 10 y 27 años, pertenecientes a las etapas educativas de Primaria, Secundaria y Universitaria. Los datos se recogieron con un cuestionario sociodemográfico, de conductas sedentarias y de ocio digital. Los principales resultados obtenidos en el estudio muestran que la mitad de la población de estudio no utiliza videojuegos y los que juegan lo hacen en su mayoría uno o dos días a la semana. Casi todos los sujetos estudiados tienen videoconsola, y más de la mitad tienen tres o más dispositivos. Asimísmo decir que prefieren los juegos de disparos, deportivos, de tipo puzzle y de acción.

Physical inactivity is one of the main problems that today's society, which in the past two decades has led to a new dimension known as "technological sedentary" to replace the free time spent on physical activity by using faces TV, computer and game consoles. Therefore the aim of knowing sedentary habits and patterns of use and consumption of video games on school and university population, checking whether there are significant differences according to the sex and educational level arises. The sample consisted of 155 individuals with an age range between 10 and 27 years, belonging to the educational stages of Primary, Secondary and University. Data were collected with a sociodemographic questionnaire, sedentary behaviors and digital entertainment. The main results of the study show that half of the study population does not use video games and those who play do mostly one or two days a week. Almost all subjects studied have console, and more than half have three or more devices. They prefer shooting games, sports, puzzle and action type.

Country
Spain
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Keywords

Sedentary, Technological sedentary, Videojuegos, Digital leisure, Ocio digital, Physical activity, Sedentarismo tecnológico, Actividad física, Sedentarismo, Videogames, Nuevas tecnologías, New technologies

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
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