Influencia del género y la edad en el uso de los videojuegos en la población adolescente

  1. Gabriel Iglesias Caride 1
  2. José Domínguez Alonso 1
  3. Rubén González Rodríguez 1
  1. 1 Universidade de Vigo
    info

    Universidade de Vigo

    Vigo, España

    ROR https://ror.org/05rdf8595

Journal:
Psychology, Society & Education

ISSN: 1989-709X 2171-2085

Year of publication: 2022

Volume: 14

Issue: 2

Pages: 11-19

Type: Article

DOI: 10.21071/PSYE.V14I2.14267 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

More publications in: Psychology, Society & Education

Abstract

The aim of the present study was to know teenagers’ video game usage, and whether gender and age influence it. The study was developed following a quantitative perspective, with a cross-sectional nonexperimental design, both descriptive and multivariate. An ad hoc questionnaire was used to gather the needed data, and the sample was conformed by a total of 708 Galician adolescents, aged between 12 to 18 years old (51,3% women, 48,7% men; M= 13.92; SD= 1.71). Results show significant differences according to gender and age of the participants. Boys catalogue these kinds of games as their prime leisure activity more often, spend more time playing video games during the scholar week and weekend and have been playing them for more years. On the other hand, girls indicate better values in the choice of game platform. Likewise, older adolescents state that video games are not an important element of their spare time, and spend less hours playing them both during the week and weekend. In conclusion, it seems clear that video games will be an element present in the daily life, so it’s capital to continue to study about them and personal and social topics to maximize the outcomes of these new virtual elements.

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