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Psychometric Properties of the Video Game Experiences Questionnaire (CERV), Problematic Use of Video Games and the Link with the Use of Mobile Devices in Mexican Children

Rocío Martínez-Hernández, Jorge Zamarripa () and Georgina Mayela Núñez Rocha
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Rocío Martínez-Hernández: Facultad de Organización Deportiva, Universidad Autónoma de Nuevo León, San Nicolás de los Garza 66455, Mexico
Jorge Zamarripa: Facultad de Organización Deportiva, Universidad Autónoma de Nuevo León, San Nicolás de los Garza 66455, Mexico
Georgina Mayela Núñez Rocha: Facultad de Salud Pública y Nutrición, Universidad Autónoma de Nuevo León, Monterrey 66455, Mexico

IJERPH, 2025, vol. 22, issue 4, 1-13

Abstract: When the use of video games is inappropriate in terms of time and content, it becomes a health risk. The objective of the present study was to analyze the psychometric properties of the Video-Game-Related Experience Questionnaire (CERV), determine its problematic use and know the link between the use of mobile devices (MD) and Mexican children. Methods. The study followed an instrumental and comparative design, with n = 519 children. Of these, 61.5% were from Jalisco, and 38.5% were from Nuevo Leon. The sample consisted of 50.1% girls, with 39.7% and 33.7 were in sixth and fifth grade of primary school, respectively. The mean age of participants was 10.50 ± 0.94 years, with ages ranging from 9 to 13 years. In addition, 86.7% of children had access to a DM, 45.3% of children who had a DM used it to play, and 59.0% exceeded the recommended usage time of more than two hours. The Video-Game-Related Experience Questionnaire was used. For the factorial structure, a confirmatory factor analysis was conducted using the Diagonal Weighted Least Squares (DWLS) estimation method. The goodness-of-fit indices were as follows: chi-square value over degrees of freedom ( X 2 / gl ), CFI, NNFI, and RMSEA. Results. The goodness-of-fit indices were shown as follows: X 2 / gl = 1.16; RMSEA = 0.018; SRMR = 0.048; CFI = 0.99; TLI = 0.99; NNFI = 0.99. Acceptable reliability was found with both Cronbach’s alpha and McDonald’s omega greater than 0.80. Furthermore, 41.6% of participants had potential or severe problems with video game use, and the use of mobile devices (DMs) was significantly associated ( p < 0.001) with potential or severe problems. Conclusion. It is suggested that educational programs be implemented regarding the consequences of excessive video game use, the usage of DMs, and the importance of restrictive use per se for parents.

Keywords: video games; addiction; problematic use; questionnaires; validation; psychometrics; self-report (search for similar items in EconPapers)
JEL-codes: I I1 I3 Q Q5 (search for similar items in EconPapers)
Date: 2025
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