
Level of dependence on video games in adolescents from family and non-family homes in the South of Veracruz, Mexico
Author(s) -
Dorian Jared Osorio-Pérez,
Francisca Elvira Blanco-Enríquez
Publication year - 2020
Publication title -
journal-health education and welfare
Language(s) - English
Resource type - Journals
ISSN - 2524-2075
DOI - 10.35429/jehw.2020.7.4.24.31
Subject(s) - stratified sampling , video game , simple random sample , phone , sample (material) , psychology , population , test (biology) , descriptive statistics , family income , social psychology , advertising , medicine , demography , sociology , multimedia , computer science , mathematics , philosophy , business , linguistics , chemistry , pathology , biology , paleontology , chromatography , statistics , economic growth , economics
The use of video games is a global problem that mainly involves young and adolescent population. Methodology: Study with a quantitative approach, non-experimental design, cross-sectional, descriptive type. Universe: 885 adolescents. Sample: 264 students. Sampling: stratified random. Instruments: Personal and Sociodemographic Data Card (CDPS) and the Video Game Dependence Test (TDV) (Chóliz and Marco, 2011). The study adhered to the provisions of the General Health Law on Health Research. For data analysis, it was used the SPSS 25. Results: 83.3% said they played video games in the last year, while 16.7% denied. Of the current players, half (50.4%) of the young people who have played in the last year mention playing alone, mainly from a non-family home. The cell phone is the most used device for video games, with a little more than half (52.7%) of participants who reported their use, of which all belong to a family home. In terms of dependence on video games, 43.2% was light, 35% medium, 17.7% abuse, and 4.1% pathological. Pathological gamblers belong to family homes.