Adicción a los videojuegos, calidad de sueño y malestar psicológico en adolescentes y jóvenes adultos
Conteúdo do artigo principal
Resumo
La presente investigación tuvo como propósito examinar los niveles de adicción a video juegos y poner a prueba un modelo de ecuaciones estructurales para determinar si la adicción a ellos predecía los niveles de sueño y malestar psicológico. Se constituyó una muestra de 612 jóvenes adultos de género masculino, con una media de 21 años (DE = 2.95). Contestaron un cuestionario demográfico, el cuestionario GASA, el cuestionario de sueño y el DASS-21. Los resultados indicaron niveles altos de adicción a video juegos, la edad introducía diferencia debido a niveles más altos en el grupo adolescente en comparación con el de jóvenes adultos. El modelo estructural presentó un ajuste adecuado y la adicción predecía mayores dificultades de sueño y un menor bienestar psicológico; también la calidad de sueño era un predictor significativo del malestar. En la discusión se analizan las implicancias de estos hallazgos y se brindan sugerencias para futuras investigaciones.
Detalhes do artigo
Este trabalho está licenciado sob uma licença Creative Commons Attribution 4.0 International License.
Commons Attribution License, CCAL). Com esta licença, os autores conservam o direito de propriedade sobre artigos mas permitem que qualquer pessoa façam download e distribuam os artigos publicados na RACC sem necessidade da permissão do autor ou editor. Uma última condição é que sempre, e em todos os casos, o autor e a fonte original de publicação (p.e., RACC) sejam citados. Esta licença foi desenvolvido para facilitar o acesso aberto, gratuito e livre a trabalhos originais do arte e ciência.
Como Citar
Referências
Achab, S., Nicolier, M., Mauny, F., Monnin, J., Trojak, B., Vandel, P., Sechter, D., Gorwood, P., & Haffen, E. (2011). Massively multiplayer online role-playing games: comparing characteristics of addict vs non-addict online recruited gamers in a French adult population. BMC psychiatry, 11(1), artículo 144. https://doi.org/10.1186/1471-244x-11-144
Akçay, D., & Akçay, B. D. (2020). The effect of computer game playing habits of university students on their sleep states. Perspectives in Psychiatric Care, 56(4), 820-826. https://doi.org/10.1111/ppc.12497
American Psychiatric Association. (2013). Diagnostic and Statistical Manual of Mental Disorders (5th ed.). American Psychiatric Association Publishing https://doi.org/10.1176/appi.books.9780890425596
Anand, N., Jain, P. A., Prabhu, S., Thomas, C., Bhat, A., Prathyusha, P. V., Bhat, S.U., Young, K., & Cherian, A. V. (2018). Internet use patterns, internet addiction, and psychological distress among engineering university students: A study from India. Indian Journal of Psychological Medicine, 40(5), 458-467. https://doi.org/10.4103/ijpsym.ijpsym_135_18
Antúnez, Z., & Vinet, E. V. (2012). Escalas de depresión, ansiedad y estrés (DASS-21): Validación de la versión abreviada en estudiantes universitarios chilenos. Terapia Psicológica, 30(3), 49-55. https://doi.org/10.4067/s0718-48082012000300005
Bean, A. M., Nielsen, R. K., Van Rooij, A. J., & Ferguson, C. J. (2017). Video game addiction: The push to pathologize video games. Professional Psychology: Research and Practice, 48(5), 378-389. https://doi.org/10.1037/pro0000150
Bentler, P. M. (1992). On the fit of models to covariances and methodology to the Bulletin. Psychological Bulletin, 112(3), 400-404. https://doi.org/10.1037/0033-2909.112.3.400
Buysse, D. J., Reynolds III, C. F., Monk, T. H., Berman, S. R., & Kupfer, D. J. (1989). The Pittsburgh Sleep Quality Index: a new instrument for psychiatric practice and research. Psychiatry Research, 28(2), 193-213. https://doi.org/10.1016/0165-1781(89)90047-4
Byrne, B. M. (2010). Structural equation modeling with AMOS: basic concepts, applications, and programming (multivariate applications series). Psychology Press. https://doi.org/10.4324/9781410600219
Colder Carras, M. C., Van Rooij, A. J., Van de Mheen, D., Musci, R., Xue, Q. L., & Mendelson, T. (2017). Video gaming in a hyperconnected world: A cross-sectional study of heavy gaming, problematic gaming symptoms, and online socializing in adolescents. Computers in Human Behavior, 68, 472-479. https://doi.org/10.1016/j.chb.2016.11.060
Entertainment Software Association. (2 de mayo de 2019). 2019 Essential facts about the computer and video game industry. https://www.theesa.com/essential-facts-about-the-computer-and-video-game-industry-2019/
Entertainment Software Association. (15 de Julio de 2020). 2020 Essential facts about the computer and video game industry. https://www.theesa.com/2020-essential-facts/
Escobar-Córdoba, F., & Eslava-Schmalbach, J. (2005). Validación colombiana del índice de calidad de sueño de Pittsburgh. Revista de Neurología, 40(3), 150-155. https://doi.org/10.33588/rn.4003.2004320
Exelmans, L., & Van den Bulck, J. (2015). Sleep quality is negatively related to video gaming volume in adults. Journal of Sleep Research, 24(2), 189-196. https://doi.org/10.1111/jsr.12255
Gala, R. (2019). Mapa de la Industria Cultural de Videojuegos en Argentina: un estado de situación. Electronic Journal of SADIO, 18(2), 103-118. https://publicaciones.sadio.org.ar/index.php/EJS/article/view/149
González Caino, P.C. (2020) Predicción de los estados de Flow según la personalidad en jugadores amateurs de deportes electrónicos. Acta Psiquiátrica y Psicológica de América Latina, 66(1), 31-37. https://ri.conicet.gov.ar/bitstream/handle/11336/168510/CONICET_Digital_Nro.912e6fdf-cedf-4930-a6f1-b0c34545b28f_B.pdf?sequence=2&isAllowed=y
González Caino, P., Resett, S., & Rodríguez, G. (2022). Validación de una escala de adicción a los videojuegos en jóvenes adultos argentinos. Psiencia, 14(1), 20-44 https://ri.conicet.gov.ar/handle/11336/201818
Gonzálvez, M. T., Espada, J. P., & Tejeiro, R. (2017). El uso problemático de videojuegos está relacionado con problemas emocionales en adolescentes. Adicciones, 29(3), 180-185. https://doi.org/10.20882/adicciones.745
Hooper, D., Coughlan, J., & Mullen, M. (19-20 de junio de 2008). Evaluating model fit: a synthesis of the structural equation modelling literature [Conference paper]. 7th European Conference on research methodology for business and management studies, London, United Kingdom. https://doi.org/10.21427/D79B73
Jahan, S. M., Hossain, S. R., Sayeed, U. B., Wahab, A., Rahman, T., & Hossain, A. (2019). Association between internet addiction and sleep quality among students: a cross-sectional study in Bangladesh. Sleep and Biological Rhythms, 17(3), 323-329. https://doi.org/10.1007/s41105-019-00219-y
King, D. L., & Delfabbro, P. H. (2016). The cognitive psychopathology of Internet gaming disorder in adolescence. Journal of Abnormal Child Psychology, 44(8), 1635-1645. https://doi.org/10.1007/s10802-016-0135-y
King, D. L., Delfabbro, P. H., Billieux, J., & Potenza, M. N. (2020). Problematic online gaming and the COVID-19 pandemic. Journal of Behavioral Addictions, 9(2), 184-186. https://doi.org/10.1556/2006.2020.00016
King, D. L., Gradisar, M., Drummond, A., Lovato, N., Wessel, J., Micic, G., Douglas, P., & Delfabbro, P. (2013). The impact of prolonged violent video‐gaming on adolescent sleep: an experimental study. Journal of Sleep Research, 22(2), 137-143. https://doi.org/10.1111/j.1365-2869.2012.01060.x
Kordyaka, B., Klesel, M., & Jahn, K. (8-11 de enero de 2019). Perpetrators in league of legends: scale development and validation of toxic behavior [Conference paper]. Proceedings of the 52nd Hawaii International Conference on System Sciences, Grand Wailea, Hawaii. https://doi.org/10.24251/hicss.2019.299
Kuss, D. J., Pontes, H. M., & Griffiths, M. D. (2018). Neurobiological correlates in internet gaming disorder: A systematic literature review. Frontiers in Psychiatry, 9, artículo 166. https://doi.org/10.3389/fpsyt.2018.00166
Lam, L. T. (2014). Internet gaming addiction, problematic use of the internet, and sleep problems: A systematic review. Current Psychiatry Reports, 16(4), artículo 444. https://doi.org/10.1007/s11920-014-0444-1
Lemmens, J. S., Valkenburg, P. M., & Gentile, D. A. (2015). The Internet gaming disorder scale. Psychological Assessment, 27(2), 567-582. https://doi.org/10.1037/pas0000062
Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12(1), 77-95. https://doi.org/10.1080/15213260802669458
Lin, C. Y., Potenza, M. N., Broström, A., & Pakpour, A. H. (2021). Internet gaming disorder, psychological distress, and insomnia in adolescent students and their siblings: An actor-partner interdependence model approach. Addictive Behaviors Reports, 13, artículo 100332. https://doi.org/10.1016/j.abrep.2020.100332
Lovibond, P. F., & Lovibond, S. H. (1995). The structure of negative emotional states: Comparison of the Depression Anxiety Stress Scales (DASS) with the Beck Depression and Anxiety Inventories. Behaviour Research and Therapy, 33(3), 335-343. https://doi.org/10.1016/0005-7967(94)00075-u
McNicol, M. L., & Thorsteinsson, E. B. (2017). Internet addiction, psychological distress, and coping responses among adolescents and adults. Cyberpsychology, Behavior, and Social Networking, 20(5), 296-304. https://doi.org/10.1089/cyber.2016.0669
Mentzoni, R. A., Brunborg, G. S., Molde, H., Myrseth, H., Skouverøe, K. J. M., Hetland, J., & Pallesen, S. (2011). Problematic video game use: estimated prevalence and associations with mental and physical health. Cyberpsychology, Behavior, and Social Networking, 14(10), 591-596. https://doi.org/10.1089/cyber.2010.0260
Mihara, S., & Higuchi, S. (2017). Cross‐sectional and longitudinal epidemiological studies of Internet gaming disorder: A systematic review of the literature. Psychiatry and Clinical Neurosciences, 71(7), 425-444. https://doi.org/10.1111/pcn.12532
Saquib, N., Saquib, J., Wahid, A., Ahmed, A. A., Dhuhayr, H. E., Zaghloul, M. S., Zaghloul, M. S., & Al-Mazrou, A. (2017). Video game addiction and psychological distress among expatriate adolescents in Saudi Arabia. Addictive Behaviors Reports, 6, 112-117. https://doi.org/10.1016/j.abrep.2017.09.003
Stavropoulos, V., Kuss, D. J., Griffiths, M. D., Wilson, P., & Motti-Stefanidi, F. (2017). MMORPG gaming and hostility predict Internet addiction symptoms in adolescents: An empirical multilevel longitudinal study. Addictive Behaviors, 64, 294-300. https://doi.org/10.1016/j.addbeh.2015.09.001
Stockdale, L., & Coyne, S. M. (2018). Video game addiction in emerging adulthood: Cross-sectional evidence of pathology in video game addicts as compared to matched healthy controls. Journal of Affective Disorders, 225, 265-272. https://doi.org/10.1016/j.jad.2017.08.045
Tabachnick, B. G., & Fidell, L. S. (2014). Using multivariate statistics (6th ed.). Pearson Education.
Turel, O., Romashkin, A., & Morrison, K. M. (2017). A model linking video gaming, sleep quality, sweet drinks consumption and obesity among children and youth. Clinical Obesity, 7(4), 191-198. https://doi.org/10.1111/cob.12191
Walker, A. (2017). Gaming addiction, motivation, and identity: investigating the effects of competitive play in a Multiplayer Online Battle Arena game [Undergraduate thesis, Manchester Metropolitan University]. https://e-space.mmu.ac.uk/id/eprint/619180
Wang, J. L., Sheng, J. R., & Wang, H. Z. (2019). The association between mobile game addiction and depression, social anxiety, and loneliness. Frontiers in Public Health, 7, artículo 247. https://doi.org/10.3389/fpubh.2019.00247
Wei, H. T., Chen, M. H., Huang, P. C., & Bai, Y. M. (2012). The association between online gaming, social phobia, and depression: an internet survey. BMC Psychiatry, 12(1), artículo 92. https://doi.org/10.1186/1471-244x-12-92
Wijman, T. (18 de junio de 2019). The Global Games Market Will Generate $152.1 Billion in 2019 as the U.S. Overtakes China as the Biggest Market. Newzoo. https://newzoo.com/resources/blog/the-global-games-market-will-generate-152-1-billion-in-2019-as-the-u-s-overtakes-china-as-the-biggest-market
Wong, H. Y., Mo, H. Y., Potenza, M. N., Chan, M. N. M., Lau, W. M., Chui, T. K., Pakpour, A. H., & Lin, C. Y. (2020). Relationships between severity of internet gaming disorder, severity of problematic social media use, sleep quality and psychological distress. International Journal of Environmental Research And Public Health, 17(6), artículo 1879. https://doi.org/10.3390/ijerph17061879
Yen, J. Y., Yen, C. F., Chen, C. S., Wang, P. W., Chang, Y. H., & Ko, C. H. (2012). Social anxiety in online and real-life interaction and their associated factors. Cyberpsychology, Behavior, and Social Networking, 15(1), 7-12. https://doi.org/10.1089/cyber.2011.0015
Zastrow, M. (2017). News Feature: Is video game addiction really an addiction? Proceedings of the National Academy of Sciences, 114(17), 4268-4272. https://doi.org/10.1073/pnas.1705077114
Zhonggen, Y. (2019). A meta-analysis of use of serious games in education over a decade. International Journal of Computer Games Technology, artículo 4797032. https://doi.org/10.1155/2019/4797032