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Videojuegos, autoconcepto y depresión en adolescentes

Authors: Roca Lloret, Andrés Miguel;

Videojuegos, autoconcepto y depresión en adolescentes

Abstract

Los videojuegos son un fenómeno que se ha extendido culturalmente en la población general, como una realidad que sigue creciendo en España y que afecta directamente a jóvenes y adolescentes. Es por ello que el objetivo general de este trabajo trata de analizar el papel que juegan los videojuegos en la depresión y el autoconcepto de la población adolescente. Método. Participaron 4153 estudiantes de la ESO con una edad media de 12,59 años (D.T.= 0,788; 11-15) 53% chicas. La variable dependiente fueron los niveles de depresión y autoconcepto. Las variables independientes fueron la frecuencia y severidad en el uso de videojuegos. Resultados. Se encuentran relación significativa positiva entre la gravedad en el uso de videojuegos y la depresión, y negativa con el autoconcepto. También existen relaciones significativas negativas de bajo grado entre la frecuencia y el autoconcepto, especialmente el académico. Estos resultados sugieren que el consumo excesivo o grave de videojuegos puede tener efectos negativos en la depresión y autoconcepto de los adolescentes. Sin embargo, es importante tener en cuenta que estos resultados no deben tomarse como definitivos, y que se necesitan más estudios para comprender plenamente el papel de los videojuegos en la depresión y autoconcepto de los adolescentes.

Video games are a phenomenon that has spread culturally in the general population, as a reality that continues to grow in Spain and directly affects young people and adolescents. For this reason, the general objective of this study is to analyze the role played by video games in depression and self-concept in the adolescent population. Method. A total of 4153 ESO students with a mean age of 12.59 years (T.D.= 0.788; 11-15) 53% girls participated. The dependent variable was the levels of depression and self-concept. The independent variables were frequency and severity of video game use. Results. Significant positive relationships were found between severity of video game use and depression, and negative relationships with self-concept. There are also significant negative low-grade relationships between frequency and self-concept, especially academic self-concept. These results suggest that excessive or severe video game use may have negative effects on adolescent depression and self-concept. However, it is important to keep in mind that these results should not be taken as definitive, and that further studies are needed to fully understand the role of video games on adolescent depression and self-concept.

Keywords

frecuencia, videojuegos, autoconcepto, CDU::1 - Filosofía y psicología::159.9 - Psicología, depresión, adolescentes, severidad

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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!
0
Average
Average
Average
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