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Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis.
Ignacio Fernández-Arias1,2, Marta Labrador1, Mónica Bernaldo-de-Quirós1
1Faculty of Psychology, Complutense University of Madrid, 28223 Madrid, Spain.
International Journal of Environmental Research and Public Health
|December 22, 2023
Summary
High engagement and activation in video game playing (VGP) are linked to problematic VGP in adolescents. Intervention programs should focus on psycho-educational aspects and skill training, particularly for activation control.
Area of Science:
- Adolescent psychology
- Digital media studies
- Behavioral science
Background:
- Video game playing (VGP) is a prevalent leisure activity for children and adolescents.
- Problematic VGP can arise from misuse of this common activity.
Purpose of the Study:
- To explore cognitive patterns associated with VGP engagement, attitudes, and cognitions.
- To investigate the relationship between these patterns and problematic VGP in adolescents.
Main Methods:
- Cluster analysis of 2884 adolescents (aged 12-20) from the Community of Madrid.
- Examination of 2173 gamers to identify patterns and their link to problematic VGP.
Main Results:
- Concurrent cognitions did not differ qualitatively between problematic and non-problematic gamers.
- High engagement and high activation (intensity/frequency) of concurrent cognitions were most strongly associated with problematic VGP.
Conclusions:
- Distinct gamer groups exist, highlighting the need for psycho-educational interventions.
- Training specific skills, especially activation control, is crucial for addressing problematic VGP.
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