Uso problemático de videojuegos, necesidades psicológicas y pasión en usuarios de cabinas de internet en Lima
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Pontificia Universidad Católica del Perú
Acceso al texto completo solo para la Comunidad PUCP
Resumen
En el Perú el uso de videojuegos está en crecimiento. Sin embargo, poco se conoce sobre
la adicción a los videojuegos en el país, particularmente con relación a los usuarios de cabinas de
internet, quienes pueden tener una mayor pasión hacia los videojuegos. La presente investigación
tuvo como objetivo establecer la relación entre el uso de videojuegos problemático, las necesidades
psicológicas básicas y la pasión en adultos jóvenes que frecuentan cabinas de internet en Lima
Metropolitana. La muestra consistió en 133 adultos jóvenes que frecuentan cabinas de internet
especializadas en videojuegos en un centro comercial (M = 23.74 años, DE = 4.58, 83.5%
hombres). Se utilizo la versión corta del Internet Gaming Disorder 9 (IGDS9-SF; Pontes et al.
2017), Escala de Satisfacción y Frustración de Necesidades Psicológicas Básicas (ESFNPB; Chen
et al., 2015) y la Passion Scale (Marsh et al., 2013). Los resultados mostraron asociaciones
positivas entre el uso de videojuegos problemático, las frustraciones de autonomía (r = .41, p <
.001), relación (r = .40, p < .001) y competencia (r = .43, p < .001) y pasión obsesiva (r = .61, p <
.001). Asimismo, se encontraron asociaciones negativas con las satisfacciones de autonomía (r =
-.30, p < .001), relación (r = -.22, p < .05) y competencia (r = -.25, p < .05). Adicionalmente, se
encontraron diferencias significativas entre las variables en base a los datos sociodemográficos.
Los resultados de este estudio resaltan que la frustración de las necesidades psicológicas básicas y
pasión obsesiva están más asociadas con el juego problemático en comparación de la satisfacción
y pasión armoniosa. Estos hallazgos evidencian del uso de videojuegos como vía de escape ante
frustraciones en otras áreas de la vida, las cuales pueden generar consecuencias que fomenten su
uso problemático. Estos resultados subrayan la necesidad de más estudios sobre el uso de
videojuegos en el Perú. Se recomienda la realización de estudios epidemiológicos en este contexto.
In Peru, video game usage is growing. However, little is known about video game addiction in the country, particularly in relation to internet café users, who may have a greater passion for video games. The present research aimed to analyze the relationship between problematic video game use, basic psychological needs, and passion in young adults who frequent internet cafes in Metropolitan Lima. The sample consisted of 133 young adults who attend internet cafes specializing in video games located in a mall (M = 23.74 years old, SD = 4.58, 83.5% male). The study used the short version of the Internet Gaming Disorder Scale 9 (IGDS9-SF; Pontes et al., 2017), the Basic Psychological Need Satisfaction and Frustration Scale (BPNSFS; Chen et al., 2015), and the Passion Scale (Marsh et al., 2013). Results showed positive associations between problematic video gaming and the frustration of autonomy (r = .41, p < .001), relatedness (r = .40, p < .001), and competence (r = .43, p < .001), as well as obsessive passion (r = .61, p < .001). Likewise, negative associations were found with the satisfaction of autonomy (r = -.30, p < .001), relatedness (r = -.22, p < .05), and competence (r = -.25, p < .05). Additionally, significant differences were found between the variables based on sociodemographic characteristics. The findings of this study highlight that the frustration of basic psychological needs and obsessive passion are more strongly associated with problematic gaming than the satisfaction of these needs and harmonious passion. These findings provide evidence of video games being used as an escape from frustrations in other areas of life, which may lead to consequences that encourage problematic use. These results highlight the need for further studies on video game use in Peru. Epidemiological studies are recommended in this context.
In Peru, video game usage is growing. However, little is known about video game addiction in the country, particularly in relation to internet café users, who may have a greater passion for video games. The present research aimed to analyze the relationship between problematic video game use, basic psychological needs, and passion in young adults who frequent internet cafes in Metropolitan Lima. The sample consisted of 133 young adults who attend internet cafes specializing in video games located in a mall (M = 23.74 years old, SD = 4.58, 83.5% male). The study used the short version of the Internet Gaming Disorder Scale 9 (IGDS9-SF; Pontes et al., 2017), the Basic Psychological Need Satisfaction and Frustration Scale (BPNSFS; Chen et al., 2015), and the Passion Scale (Marsh et al., 2013). Results showed positive associations between problematic video gaming and the frustration of autonomy (r = .41, p < .001), relatedness (r = .40, p < .001), and competence (r = .43, p < .001), as well as obsessive passion (r = .61, p < .001). Likewise, negative associations were found with the satisfaction of autonomy (r = -.30, p < .001), relatedness (r = -.22, p < .05), and competence (r = -.25, p < .05). Additionally, significant differences were found between the variables based on sociodemographic characteristics. The findings of this study highlight that the frustration of basic psychological needs and obsessive passion are more strongly associated with problematic gaming than the satisfaction of these needs and harmonious passion. These findings provide evidence of video games being used as an escape from frustrations in other areas of life, which may lead to consequences that encourage problematic use. These results highlight the need for further studies on video game use in Peru. Epidemiological studies are recommended in this context.
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Adicciones, Dependencia (Psicología), Tecnología y jóvenes, Videojuegos--Aspectos psicológicos
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