Los menores dedican una media de 1.3 horas diarias a los videojuegos y la prevalencia de juego problemático oscila entre el 2% y el 8%. Altos niveles de intensidad y frecuencia de juego, están asociados a un menor rendimiento escolar. El domicilio es el lugar preferido de juego, y por ello el control parental es decisivo. Objetivo: Analizar los patrones de juego e identificar relaciones significativas entre el control parental y el rendimiento académico. Material y método: Participantes: 610 estudiantes de ESO, con una media de edad de 13.84 años (DT=1.27) y rango 12-16 años. Para analizar frecuencia, intensidad de juego, rendimiento académico y control parental se elaboraron escalas ad hoc. Resultados: Menores cuyos padres controlan el tiempo de juego y se interesan por los contenidos de forma continua, juegan significativamente menos días, menos horas y con contenidos ajustados a su edad. Aquellos con control parental discontinuo (“a veces”), aumentan la frecuencia e intensidad de juego, así como la proporción de contenidos no ajustados, y no se diferencian de los sin control parental. Además, un mayor número de horas de juego se relaciona con un menor rendimiento académico. Discusión/ conclusiones: Se avanza en la definición de la conducta problemática de juego. Los resultados indican que para que el control parental resulte efectivo éste debe ser continuo y consistente.
Children spend an average of 1.3 hours per day on video game and problematic video gaming prevalence is set between 2% and 8%. High levels of intensity and frequency of video gaming are associated with lower school achievement. Home is the most preferred place to play. Therefore parental monitoring is crucial. Objective: To analyse gaming patterns and to identify significant relationships between parental monitoring and academic performance. Method: Participants: 610 students of Secondary Education mean age 13.84 years (SD=1.27; range 12-16). Ad hoc scales were developed to analyse gaming frequency and intensity, school performance and parental monitoring. Results: Children, whose parents control gaming time and show interest in the contents continuously, play significantly fewer days, fewer hours and with adjusted contents to their age. Those with discontinuous parental control ("sometimes"), show a higher gaming frequency and intensity, and the proportion of unadjusted content, and do not differ from those without parental control. In addition, a greater number of hours of play are related to lower academic achievement. Discussion/ conclusions: This work helps in defining gambling problem behaviour. Results indicate that parental control is effective, on condition that it must be continuous and consistent.
La presión mediática de publicidad de apuestas ha alcanzado niveles preocupantes. Constituye un riesgo para la salud mental de los jóvenes y adolescentes al promover una actitud favorable hacia las apuestas, una mayor frecuencia de juego y una percepción de mayor accesibilidad. En la actualidad no se dispone de un instrumento capaz de evaluar el impacto de la publicidad de apuestas. Objetivo Adaptar y validar la Escala de Impacto de Publicidad de Apuestas (IGAS, Impact of Gambling Advertising Scale ). Diseño Investigación instrumental. La escala IGAS fue traducida del inglés garantizando su equivalencia lingüística, conceptual y métrica. A continuación, se comprobaron las propiedades psicométricas. Emplazamiento Comunidad Valenciana (España). Participantes 1.724 adolescentes con una media de 16,52 años (DT = 0,759). Intervención Se administró un cuestionario autoaplicado en formato de papel en una única medida. Principales medidas Impacto de la publicidad, severidad e intención de apostar, y accesibilidad. Resultados La consistencia interna y la fiabilidad dos mitades fueron buenas, α de Cronbach = 0,782 y 0,70, respectivamente. El análisis factorial confirmatorio concluyó que la versión española reproduce la original de tres dimensiones. Los análisis de la validez convergente mostraron relaciones directas y significativas con diferentes aspectos de la conducta de juego, y otros factores predictores. Conclusión La versión adaptada de la IGAS es una medida fiable y válida para la evaluación del impacto de la publicidad en adolescentes. La escala es un instrumento útil para el diagnóstico del nivel de riesgo y la evaluación de intervenciones preventivas.
In early adolescence, family is one of the main risk/protection agent for drug misuse. Its influence on health habits acquisition makes family a key target for prevention programs. The aim is to conduct a comparative analysis of European family prevention programs. For this purpose, 85 programs were reviewed. Programs were retrieved from EMCDDA database EDDRA (Exchange on Drug Demand Reduction Actions). No time period was delimited; hence time span was 1998-2011. 53% of all programs came from 4 countries (Ireland, Germany, Portugal and Spain). 89% were unspecific drug prevention or health promotion programs. Providing information about drugs is the main objective pursued by the majority of the programs. Over half the programs (59.7%) report having undergone an outcome evaluation process. Regarding the program objectives, 70.59% do not address any of the risk factors proposed by the main theories in international literature. Despite the solid theoretical framework that supports coherent evidence about family risk factors, prevention programs' objectives and components have a low theoretical compliance rate and the level of evaluation continues to be a challenge. Some aspects of the EDDRA functioning are reviewed.
Children spend an average of 1.3 hours per day on video game and problematic video gaming prevalence is set between 2% and 8%. High levels of intensity and frequency of video gaming are associated with lower school achievement. Home is the most preferred place to play. Therefore parental monitoring is crucial. Objective: To analyse gaming patterns and to identify significant relationships between parental monitoring and academic performance. Method: Participants: 610 students of Secondary Education mean age 13.84 years (SD=1.27; range 12-16). Ad hoc scales were developed to analyse gaming frequency and intensity, school performance and parental monitoring. Results: Children, whose parents control gaming time and show interest in the contents continuously, play significantly fewer days, fewer hours and with adjusted contents to their age. Those with discontinuous parental control ("sometimes"), show a higher gaming frequency and intensity, and the proportion of unadjusted content, and do not differ from those without parental control. In addition, a greater number of hours of play are related to lower academic achievement. Discussion/ conclusions: This work helps in defining gambling problem behaviour. Results indicate that parental control is effective, on condition that it must be continuous and consistent.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.