Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis
Abstract
:1. Introduction
2. Materials and Methods
2.1. Measurements
Socio-Demographic Variables: Age and Gender
2.2. Data Analysis
3. Results
3.1. Engagement
3.2. Attitudes
3.3. Cognitions
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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N = 2887 | M (Sd)/n (%) |
---|---|
Gender | |
Male | 1659 (57.5%) |
Female | 1228 (42.5%) |
Age | 15.35 (2.69) |
% use video games | 2173 (75.3%) |
Number of hours spent each week on video games | 6.18 (1.67) |
Number of days spent each week on video games | 3.41 (2.016) |
Preferred device * | |
Video consoles | 712 (32.8%) |
Computer | 455 (20.9%) |
Mobile phone | 655 (30.1%) |
Tablet | 155 (7.1%) |
Others | 196 (9%) |
Type of video game * | |
Action/adventure games | 538 (24.7%) |
Massively multiplayer online | 376 (17.3%) |
Sports | 323 (14.8%) |
Shooters | 320 (14.7%) |
Others | 616 (25.5%) |
IGD-9 score | 14.58 (5.71) |
IGD-9 Estimated Marginal Means (Sd) | F (p) | Partial eta2 | |
---|---|---|---|
Engagement E1: no engagement E2: no problem-aware E3: problem-aware | 15.34 (0.41) 16.09 (0.20) 21.54 (0.33) | 108.28 (p < 0.001) | 0.091 |
Attitudes A1: game rejection A2: game acceptance A3: game acceptance with problem awareness | 17.56 (0.35) 17.43 (0.23) 17.98 (0.22) | 2.48 (p = 0.083) | 0.002 |
Cognitions C1: no internal dialogue C2: moderate internal dialogue C3: high internal dialogue | 14.49 (0.30) 16.60 (0.18) 21.89 (0.47) | 83.96 (p < 0.001) | 0.072 |
Engagement × attitudes | -- | 2.53 (p = 0.038) | 0.005 |
Engagement × cognitions | -- | 7.62 (p < 0.001) | 0.014 |
Attitudes × cognitions | -- | 1.28 (p = 0.272) | 0.002 |
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Fernández-Arias, I.; Labrador, M.; Bernaldo-de-Quirós, M.; Estupiñá, F.J.; Vallejo-Achón, M.; Sanchez-Iglesias, I.; González-Álvarez, M.; Labrador, F.J. Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis. Int. J. Environ. Res. Public Health 2023, 20, 7194. https://doi.org/10.3390/ijerph20247194
Fernández-Arias I, Labrador M, Bernaldo-de-Quirós M, Estupiñá FJ, Vallejo-Achón M, Sanchez-Iglesias I, González-Álvarez M, Labrador FJ. Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis. International Journal of Environmental Research and Public Health. 2023; 20(24):7194. https://doi.org/10.3390/ijerph20247194
Chicago/Turabian StyleFernández-Arias, Ignacio, Marta Labrador, Mónica Bernaldo-de-Quirós, Francisco J. Estupiñá, Marina Vallejo-Achón, Iván Sanchez-Iglesias, María González-Álvarez, and Francisco J. Labrador. 2023. "Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis" International Journal of Environmental Research and Public Health 20, no. 24: 7194. https://doi.org/10.3390/ijerph20247194