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Cognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis

dc.contributor.authorFernández Arias, Ignacio Gabino
dc.contributor.authorLabrador Méndez, Marta Isabel
dc.contributor.authorBernaldo De Quirós Aragón, Mónica
dc.contributor.authorEstupiñá Puig, Francisco José
dc.contributor.authorVallejo Achón, Marina
dc.contributor.authorSánchez Iglesias, Iván
dc.contributor.authorGonzález Álvarez, María
dc.contributor.authorLabrador Encinas, Francisco Javier
dc.date.accessioned2024-04-30T06:58:31Z
dc.date.available2024-04-30T06:58:31Z
dc.date.issued2023-12-18
dc.description.abstractBackground: 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.
dc.description.departmentDepto. de Psicobiología y Metodología en Ciencias del Comportamiento
dc.description.facultyFac. de Psicología
dc.description.fundingtypeDescuento UCM
dc.description.refereedTRUE
dc.description.sponsorshipMinisterio de economia y competividad
dc.description.statuspub
dc.identifier.doi10.3390/ijerph20247194
dc.identifier.issn1660-4601
dc.identifier.officialurlhttps://doi.org/10.3390/ijerph20247194
dc.identifier.relatedurlhttps://www.mdpi.com/1660-4601/20/24/7194
dc.identifier.urihttps://hdl.handle.net/20.500.14352/103669
dc.issue.number24
dc.language.isoeng
dc.page.initial7194
dc.publisherMDPI
dc.relation.projectIDinfo:eu-repo/grantAgreement/MINECO/PSI2016-75854-P
dc.rightsAttribution 4.0 Internationalen
dc.rights.accessRightsopen access
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subject.keywordVideo games
dc.subject.keywordAddiction
dc.subject.keywordClusters
dc.subject.keywordCognitive patterns
dc.subject.ucmPsicología clínica y psicodiagnóstico
dc.subject.unesco6102 Psicología del Niño y del Adolescente
dc.titleCognitive Patterns and Problematic Use of Video Games in Adolescents: A Cluster Analysis
dc.typejournal article
dc.type.hasVersionVoR
dc.volume.number20
dspace.entity.typePublication
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