TY - JOUR
T1 - Dependence on video games as a predictor of aggression in adolescents from Eastern Lima during confinement due to COVID-19
AU - Alvarez, Iveth Gómez
AU - Pacuri, Dilma Yañacc
AU - Malca-Peralta, Segundo Salatiel
AU - Morales-García, Wilter C.
N1 - Publisher Copyright:
© Universidad de Almería and Ilustre Colegio Oficial de la Psicología de Andalucía Oriental (Spain)
PY - 2024
Y1 - 2024
N2 - Introduction. COVID-19 changed the traditional way of educating, confining students to their homes and favoring the excessive use of technology and entertainment such as video games. Precisely, the excessive consumption of the latter altered the behavior of adolescents and increased their levels of aggressiveness. The present study analyzed dependence on video games as a predictor of aggression in adolescents from Eastern Lima during confinement by COVID-19. Method. The study was non-experimental, with a predictive scope, quantitative approach, and cross-section. The sample consisted of 430 high school students from 11 to 17 years old who belonged to educational institutions in Eastern Lima, to whom the Test of Dependence of Videogames (TDV) and the Aggression Questionnaire were applied. Results. The results showed a significant correlation between the variables (r=.360**; p=.000), which showed that addiction to video games predicts aggressiveness by up to 13 % (R=.360; R2=.130). Discussion or Conclusion. There is a highly positive potentiation between the variables; therefore, the greater the dependence on video games, the greater the aggressiveness in adolescents. This is due to the high levels of violence in the most popular video games that trigger impulse control, especially in men, who have higher levels of dependence on video games than women.
AB - Introduction. COVID-19 changed the traditional way of educating, confining students to their homes and favoring the excessive use of technology and entertainment such as video games. Precisely, the excessive consumption of the latter altered the behavior of adolescents and increased their levels of aggressiveness. The present study analyzed dependence on video games as a predictor of aggression in adolescents from Eastern Lima during confinement by COVID-19. Method. The study was non-experimental, with a predictive scope, quantitative approach, and cross-section. The sample consisted of 430 high school students from 11 to 17 years old who belonged to educational institutions in Eastern Lima, to whom the Test of Dependence of Videogames (TDV) and the Aggression Questionnaire were applied. Results. The results showed a significant correlation between the variables (r=.360**; p=.000), which showed that addiction to video games predicts aggressiveness by up to 13 % (R=.360; R2=.130). Discussion or Conclusion. There is a highly positive potentiation between the variables; therefore, the greater the dependence on video games, the greater the aggressiveness in adolescents. This is due to the high levels of violence in the most popular video games that trigger impulse control, especially in men, who have higher levels of dependence on video games than women.
KW - aggressiveness
KW - agresividad
KW - confinamiento
KW - confinement
KW - COVID-19
KW - COVID-19
KW - dependence
KW - dependencia
KW - video games
KW - videojuegos
UR - http://www.scopus.com/inward/record.url?scp=85195483621&partnerID=8YFLogxK
U2 - 10.25115/ejrep.v22i62.8583
DO - 10.25115/ejrep.v22i62.8583
M3 - Article
AN - SCOPUS:85195483621
SN - 1699-5880
VL - 22
SP - 195
EP - 212
JO - Electronic Journal of Research in Educational Psychology
JF - Electronic Journal of Research in Educational Psychology
IS - 62
ER -