Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis
Ignacio Fernández-Arias (),
Marta Labrador,
Mónica Bernaldo- de-Quirós,
Francisco J. Estupiñá,
Marina Vallejo-Achón,
Iván Sanchez-Iglesias,
María González-Álvarez and
Francisco J. Labrador
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Ignacio Fernández-Arias: Faculty of Psychology, Complutense University of Madrid, 28223 Madrid, Spain
Marta Labrador: Faculty of Psychology, Complutense University of Madrid, 28223 Madrid, Spain
Mónica Bernaldo- de-Quirós: Faculty of Psychology, Complutense University of Madrid, 28223 Madrid, Spain
Francisco J. Estupiñá: Faculty of Psychology, Complutense University of Madrid, 28223 Madrid, Spain
Marina Vallejo-Achón: Faculty of Psychology, Complutense University of Madrid, 28223 Madrid, Spain
Iván Sanchez-Iglesias: Faculty of Psychology, Complutense University of Madrid, 28223 Madrid, Spain
María González-Álvarez: Faculty of Psychology, Complutense University of Madrid, 28223 Madrid, Spain
Francisco J. Labrador: Faculty of Psychology, Complutense University of Madrid, 28223 Madrid, Spain
IJERPH, 2023, vol. 20, issue 24, 1-13
Abstract:
Background: Video game playing (VGP) is an increasingly common leisure activity among children and adolescents, although in some cases, it is accompanied by problems due to misuse. Method: A sample of 2884 children and adolescents aged between 12 and 20, representative of the Community of Madrid (Spain), were studied using a cluster analysis to explore the existence of cognitive patterns associated with engagement, attitudes, and concurrent cognitions. We also explored the relationship between these patterns and problematic VGP, using the 2173 gamers as a reference. Results: The concurrent cognitions were not qualitatively different between the problematic users and the others. High engagement and high activation of concurrent cognitions (intensity and frequency) showed the greatest relationship with problematic VGP. Conclusions: The results suggest the existence of different groups of gamers and the relevance to include psycho-educational aspects in intervention programs, as well as the training of specific skills, especially those related with the control of activation. Limitations related to the sample size and potential supplementary analyses are acknowledged.
Keywords: video games; addiction; clusters; cognitive patterns (search for similar items in EconPapers)
JEL-codes: I I1 I3 Q Q5 (search for similar items in EconPapers)
Date: 2023
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Persistent link: https://EconPapers.repec.org/RePEc:gam:jijerp:v:20:y:2023:i:24:p:7194-:d:1302672
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