Problematic Video Game Use and Mental Health among Spanish Adolescents
María Ángeles García-Gil,
Fernando Fajardo-Bullón (),
Irina Rasskin-Gutman and
Inmaculada Sánchez-Casado
Additional contact information
María Ángeles García-Gil: Education Sciences Department, Teacher Training College, University of Extremadura, Avenida de la Universidad, 10003 Cáceres, Spain
Fernando Fajardo-Bullón: Department of Psychology, Faculty of Education and Psychology, University of Extremadura, Avenida de Elvas, 06006 Badajoz, Spain
Irina Rasskin-Gutman: Department of Psychology, Teacher Training College, University of Extremadura, Avenida de la Universidad, 10003 Cáceres, Spain
Inmaculada Sánchez-Casado: Department of Psychology, Faculty of Education and Psychology, University of Extremadura, Avenida de Elvas, 06006 Badajoz, Spain
IJERPH, 2022, vol. 20, issue 1, 1-12
Abstract:
Current scientific evidence points to the importance of studying the link between mental health and problematic video game use in adolescents. The aim of this study was to analyse the correlation between gender and stage of adolescence and problematic video game use, as well as to study the correlation between internalizing and externalizing symptomatology, prosocial behaviour and video game use, and the correlation between video gaming and mental health issues in Spanish 12- to 18-year-olds (M = 14.51; SD = 1.57). For this purpose, the Strengths and Difficulties Questionnaire (SDQ) and the Video Game-Related Experiences Questionnaire (VGEQ) were administered to 1448 secondary school students in Extremadura (Spain), of which 50.8% were women and 49.8% men. The results show that (a) males present more problematic video game use, (b) prosocial behaviour negatively correlates with problematic video game use, and (c) mental health issues and problematic video game use correlate in a negative way. However, the stage of adolescence was not seen to have any effect on the problematic video game use. In conclusion, this study points the effects that problematic video game use can have on the mental health of adolescents and the possible protective role that prosocial behaviours can have on the prevention of problematic video game use.
Keywords: problematic video game use; gaming; adolescents; mental health; VGEQ; Spain (search for similar items in EconPapers)
JEL-codes: I I1 I3 Q Q5 (search for similar items in EconPapers)
Date: 2022
References: View references in EconPapers View complete reference list from CitEc
Citations:
Downloads: (external link)
https://www.mdpi.com/1660-4601/20/1/349/pdf (application/pdf)
https://www.mdpi.com/1660-4601/20/1/349/ (text/html)
Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.
Export reference: BibTeX
RIS (EndNote, ProCite, RefMan)
HTML/Text
Persistent link: https://EconPapers.repec.org/RePEc:gam:jijerp:v:20:y:2022:i:1:p:349-:d:1015148
Access Statistics for this article
IJERPH is currently edited by Ms. Jenna Liu
More articles in IJERPH from MDPI
Bibliographic data for series maintained by MDPI Indexing Manager ().