El uso de videojuegos en adolescentes. Un problema de Salud Pública
Resumo
Introducción: El uso excesivo de videojuegos ha aumentado de manera vertiginosa y, especialmente, entre los varones con edades comprendidas entre los 10 y los 19 años. Muchos adolescentes pierden el control sobre el videojuego, lo que puede tener consecuencias negativas como el juego patológico, problemático o la adicción al videojuego.
Objetivos: Conocer la producción científica existente sobre el uso problemático de videojuegos y la adicción al videojuego en los adolescentes.
Metodología: Se han analizado los documentos encontrados tras una búsqueda bibliográfica en las bases de datos COCHRANE, MEDLINE, LILACS, CINAHL y CUIDEN.
Resultados: Se han definido los factores predictores, la prevalencia, las características, los cuestionarios validados, la relación con otras adicciones, la relación con el TEA (Trastorno del Espectro Autista) y con el TDAH (Trastorno por Déficit de Atención e Hiperactividad) y la prevención del uso problemático y la adicción al videojuego.
Conclusiones: Hay inconsistencias en los resultados debido al diseño transversal de la mayoría de los estudios, a las muestras pequeñas, a la ausencia de muestras clínicas o aleatorizadas, a la extracción de datos con cuestionarios de autorreporte, a la realización de estos en colegios, sin tener en cuenta a los adolescentes ingresados en centros de salud mental u hospitales, a la falta de estudios en el género femenino y a la falta de estandarización de los criterios diagnósticos. El tema menos estudiado es el tratamiento y la prevención, el más importante para nuestra profesión, por lo que la principal futura línea de investigación sería en este ámbito.
Downloads
Referências
Departamento de Salud de la madre, el recién nacido, del niño y del adolescente. Organización Mundial de la Salud: Desarrollo en la adolescencia. [Online].; 2019 [Citado el 30 de Abril de 2019]. Disponible en: https://www.who.int/maternal_child_adolescent/topics/adolescence/dev/es/.
Marco Y, Chóliz M. Eficacia de las técnicas de control de la impulsividad en la prevención de la adicción a videojuegos. Terapia Psicológica. 2017; 35(1): 57-69. [Citado el 17 de Julio de 2020]. Disponible en: https://scielo.conicyt.cl/scielo.php?script=sci_arttext&pid=S071848082017000100006&lng=es&nrm=iso&tlng=es
Männikkö N, Ruotsalainen H, Demetrovics Z, López-Fernández O, Myllymäki L, Miettunen J, et al. Problematic Gaming Behavior Among Finnish Junior High School Students: Relation to Socio-Demographics and Gaming Behavior Characteristics. Behavioral Medicine. 2018 Oct-Dec; 44(4): 324-334. [Cited 2020 July 17]. Available from: http://jultika.oulu.fi/files/nbnfi-fe2019111137512.pdf
Yalçın Irmak A, Erdogan S. Predictors for Digital Game Addiction Among Turkish Adolescents: A Cox’s Interaction Model-Based Study. Journal of Addictions Nursing. 2019; 30(1): 49-56. [Cited 2020 July 17]. Available from: https://journals.lww.com/jan/Abstract/2019/01000/Predictors_for_Digital_Game_Addiction_Among.8.aspx
Krossbakken E, Torsheim T, Aune Mentzoni R, Luke King D, Bjor Vatn B, Meen Lorvik I, et al. The effectiveness of a parental guide for prevention of problematic video gaming in children: A public health randomized controlled intervention study. Journal of Behavioral Addictions. 2018 Jan; 7(1): 52-61. [Cited 2020 July 17]. Available from: https://www.researchgate.net/publication/322350208_The_effectiveness_of_a_parental_guide_for_prevention_of_problematic_video_gaming_in_children_A_public_health_randomized_controlled_intervention_study
Coyne SM, Dyer WJ, Denseley R, Money NM, Day RD, Harper JM. Physiological Indicators of Pathologic Video Game Use in Adolescence. Journal of Adolescent Health. 2015 Mar; 56(3): 307-313. [Cited 2020 July 17]. Available from: https://www.jahonline.org/article/S1054-139X(14)00704-6/fulltext
Spilková J, Chomynová P, Csémy L. Predictors of excessive use of social media and excessive online gaming in Czech teenagers. Journal of Behavioral Addictions. 2017 Oct; 6(4): 611-619. [Cited 2020 July 17]. Available from: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6034940/pdf/jba-06-064.pdf
Bonnaire C, Phan O. Représentations des risques associés à l'usage des jeux vidéo chez les jeunes adolescents: une étude exploratoire pour aider à penser la prévention. Archives de Pédiatrie. 2017 Jun; 24: 607-617. [Cited 2020 July 17]. Available from: https://www.researchgate.net/publication/317391562_Representations_des_risques_associes_a_l'usage_des_jeux_video_chez_les_jeunes_adolescents_une_etude_exploratoire_pour_aider_a_penser_la_prevention
Vadlin S, Aslund C, Rehn M, Nilsson KW. Psychometric evaluation of the adolescent and parent versions of the Gaming Addiction Identification Test (GAIT). Scandinavian Journal of Psychology. 2015 Dec; 56(6): 726-735. [Cited 2020 July 17]. Available from: https://onlinelibrary.wiley.com/doi/abs/10.1111/sjop.12250
Gonzálvez MT, Espalda JP, Tejeiro R. El uso problemático de videojuegos está relacionado con problemas emocionales en adolescentes. Adicciones. 2017 Jul; 29(3): 180-185. [Citado el 17 de Julio de 2020]. Disponible en: http://adicciones.es/index.php/adicciones/article/view/745/0
Cui J, Lee C, Bax T. A comparison of ‘psychosocially problematic gaming’ among middle and high school students in China and South Korea. Computers in Human Behavior. 2018 Aug; 85: 86-94. [Cited 2020 July 17]. Available from: https://www.sciencedirect.com/science/article/pii/S0747563218301456
Lee C, Kim O. Predictors of online game addiction among Korean adolescents. Addiction Research & Theory. 2017; 25(1): 58-66. [Cited 2020 July 17]. Available from:
Choi C, Hums MA, Bum CH. Impact of the Family Environment on Juvenile Mental Health: eSports Online Game Addiction and Delinquency. International Journal of Environmental Research and Public Health. 2018 Dec; 15(12). [Cited 2020 July 17]. Available from: https://www.tandfonline.com/doi/full/10.1080/16066359.2016.1198474
Joung Seok H, Min Lee J, Park CY, Young Park J. Understanding internet gaming addiction among South Korean adolescents through photovoice. Children and Youth Services Review. 2018 Sep; 94(C): 35-42. [Cited 2020 July 17]. Available from: https://daneshyari.com/article/preview/10225621.pdf
Colder Carras M, Van Rooij AJ, Van de Mheen D, Musci R, Xue QL, Mendelson T. Video gaming in a hyperconnected world: A cross-sectional study of heavy gaming, problematic gaming symptoms, and online socializing in adolescents. Computers in Human Behavior. 2017 Mar; 68: 472-479. [Cited 2020 July 17]. Available from: https://www.researchgate.net/publication/311289587_Video_Gaming_in_a_Hyperconnected_World_A_Crosssectional_Study_of_Heavy_Gaming_Problematic_Gaming_Symptoms_and_Online_Socializing_in_Adolescents
Wei Wu JY, Ko HC, Wong TY, Wu LA, Po Oei T. Positive Outcome Expectancy Mediates the Relationship Between Peer Influence and Internet Gaming Addiction Among Adolescents in Taiwan. Ciberpsychology, Behavior and Social Networking. 2016 Jan; 19(1): 49-55. [Cited 2020 July 17]. Available from: https://www.researchgate.net/publication/326043716_Positive_outcome_expectancy_mediates_the_relationship_between_social_influence_and_Internet_addiction_among_senior_high-school_students
Liau AK, Chuan Neo E, Gentile DA, Choo H, Sim T, Li D, et al. Impulsivity, self-regulation,and pathological video gaming among youth: testing a mediation model. Asia-Pacific Journal of Public Health. 2015 Mar; 27(2): 2188-2196. [Cited 2020 July 17]. Available from: https://www.researchgate.net/publication/51924843_Impulsivity_SelfRegulationand_Pathological_Video_Gaming_Among_Youth_Testing_a_Mediation_Model
Ustinavičienė R, Škėmienė L, Lukšienė D, Radišauskas R, Kalinienė G, Vasilavičius P. Association between computer game type, playing time and sense of coherence in Lithuanian adolescents. Central European Journal of Public Health. 2018 Sep; 26(3): 209-214. [Cited 2020 July 17]. Available from: http://cejph.szu.cz/pdfs/cjp/2018/03/10.pdf
Baggio S, Dupuis M, Studer J, Spilka S, Daeppen JB, Simon O, et al. Reframing video gaming and internet use addiction: empirical cross-national comparison of heavy use over time and addiction scales among young users. Addiction. 2016 Mar; 111(3): 513-522. [Cited 2020 July 17]. Available from: https://onlinelibrary.wiley.com/doi/abs/10.1111/add.13192
Kim N, Hughes TL, Park CG, Quinn L, Kong D. Altered Autonomic Functions and Distressed Personality Traits in Male Adolescents with Internet Gaming Addiction. Cyberpsychology, Behavior and Social Networking. 2016 Nov; 19(11): 667-673. [Cited 2020 July 17]. Available from: https://www.liebertpub.com/doi/abs/10.1089/cyber.2016.0282?rfr_dat=cr_pub++0pubmed&url_ver=Z39.88-2003&rfr_id=ori%3Arid%3Acrossref.org&journalCode=cyber
Kim N, Hughes TL, Park CG, Quinn L, Kong D. Resting-State Peripheral Catecholamine and Anxiety Levels in Korean Male Adolescents with Internet Game Addiction. Cyberpsychology, Behavior and Social Networking. 2016 Mar; 19(3): 302-308. [Cited 2020 July 17]. Available from: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4799709/pdf/cyber.2015.0411.pdf
Frölich J, Lehmkuhl G, Orawa H, Bromba M, Wolf K, Görtz-Dorten A. Computer game misuse and addiction of adolescents in a clinically referred study sample. Computers in Human Behavior. 2016 Feb; 55(A): 9-15. [Cited 2020 July 17]. Available from: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6277725/pdf/IJPH-47-1504.pdf
Turel O, Romashkin A, Morrison KM. Health Outcomes of Information System Use Lifestyles among Adolescents: Videogame Addiction, Sleep Curtailment and Cardio-Metabolic Deficiencies. PLOS ONE. 2016 May; 11(5). [Cited 2020 July 17]. Available from: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4858285/pdf/pone.0154764.pdf
Kim N, Young Sung J, Yeon Park J, Deok Kong I, Hughes TL, Kim DK. Association between internet gaming addiction and leukocyte telomere length in Korean male adolescents. Social Science & Medicine. 2019 Feb; 222: 84-90. [Cited 2020 July 17]. Available from: https://www.sciencedirect.com/science/article/abs/pii/S0277953618307093?via%3Dihub
Park Ch, Chun JW, Cho H, Jung YC, Choi J, Jin Kim D. Is the Internet gaming-addicted brain close to be in a pathological state? Addcition Biology. 2017 Jan; 22(1): 196-205. [Cited 2020 July 17]. Available from: https://onlinelibrary.wiley.com/doi/abs/10.1111/adb.12282
Wang CW, Ho RTH, Chan CLW, Tse S. Exploring personality characteristics of Chinese adolescents with internet-related addictive behaviors: trait differences for gaming addiction and social networking addiction. Addictive Behaviors. 2015 Mar; 42: 32-35. [Cited 2020 July 17]. Available from: https://www.sciencedirect.com/science/article/abs/pii/S0306460314003712?via%3Dihub
Muñoz-Miralles R, Ortega-González R, López-Morón MR, Batalla-Martínez C, Manesa JM, Montelá.Jordana N, et al. The problematic use of Information and Communication Technologies (ICT) in adolescents by the cross sectional JOITIC study. BMC Pediatrics. 2016 Aug; 16(1). [Cited 2020 July 17]. Available from: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4994264/pdf/12887_2016_Article_674.pdf
Vadlín S, Åslun C, Nilsson KW. A longitudinal study of the individual- and group-level problematic gaming and associations with problem gambling among Swedish adolescents. Brain and Behavior. 2018 Mar; 8(4). [Cited 2020 July 17]. Available from: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5893340/pdf/BRB3-8-e00949.pdf
Kietglaiwansiri T, Chonchaiya W. Pattern of video game use in children with attention-deficit-hyperactivity disorder and typical development. Pediatrics International. 2018 Jun; 60(6): 523-528. [Cited 2020 July 17]. Available from: https://onlinelibrary.wiley.com/doi/abs/10.1111/ped.13564
Ha Park J, Sik Lee Y, Hyun Sohn J, Hyun Han D. Effectiveness of atomoxetine and methylphenidate for problematic online gaming in adolescents with attention deficit hyperactivity disorder. Human Psychopharmacology. 2016 Nov; 31(6): 427-432. [Cited 2020 July 17]. Available from: https://onlinelibrary.wiley.com/doi/abs/10.1002/hup.2559
Thumé Breda VC, Almeida Picón F, Moreira Magalhães L, Tornaim Spritzer D. Dependência de Jogos Eletrônicos em Crianças e Adolescentes. Revista Brasileira de Psicoterapia. 2014; 16(1): 53-67. [Cited 2020 July 17]. Available from: https://cdn.publisher.gn1.link/rbp.celg.org.br/pdf/v16n1a06.pdf
Saunders JB, Hao W, Long J, King DL, Mann K, Fauth-Bühler M, et al. Gaming disorder: Its delineation as an important condition for diagnosis, management, and prevention. Journal of Behavioral Addictions. 2017 Sep; 6(3): 271-279. [Cited 2020 July 17]. Available from: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5700714/pdf/jba-06-03-039.pdf
Weiss MD, Baer S, Allan BA, Saran K, Schibuk H. The screens culture: impact on ADHD. ADHD Attention Deficit and Hyperactivity Disorders. 2011 Dec; 3(4): 327-334[Cited 2020 July 17]. Available from: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3220824/pdf/12402_2011_Article_65.pdf
As obras que são publicadas nesta revista estão sujeitas aos seguintes termos:
1. O Serviço de Publicações da Universidad de Murcia (a editorial) conserva os direitos patrimoniais (copyright) das obras publicadas, e favorece e permite a reutilização das mesmas sob a licença de utilização indicada no ponto 2.
© Serviço de publicações, Universidad de Murcia, 2011
2. As obras são publicadas na edição eletrónica da revista sob uma licença Creative Commons Reconocimiento-NoComercial-SinObraDerivada 3.0 Espanha (texto legal). Podem-se copiar, usar, difundir, transmitir e expor publicamente, sempre que: i) seja citado a autoria e a fonte original da sua publicação (revista, editorial e URL da obra); ii) não se usem para fins comerciais; iii) se mencione a existência e especificações desta licença de utilização.
3. Condições de auto-arquivo. É permitido e aconselha-se aos autores, difundir eletronicamente as versões pré-print (versão antes de ser avaliada) e/ou post-print (versão avaliada e aceite para a sua publicação) das suas obras antes da sua publicação, uma vez que, favorece a sua circulação e difusão mais cedo e com isso um possível aumento na sua citação e alcance entre a comunidade académica. Cor RoMEO: verde.