Women and videogameswhat do they play?

  1. Labrador Encinas, Francisco Javier 1
  2. Fernández-Arias, Ignacio 1
  3. Martín-Ruipérez, Sofía 1
  4. Bernaldo-de-Quirós, Mónica 1
  5. Vallejo-Achón, Marina 1
  6. Sánchez-Iglesias, Iván 1
  7. Labrador Mendez, Marta 1
  8. Estupiñá, Francisco J. 1
  1. 1 Universidad Complutense de Madrid
    info

    Universidad Complutense de Madrid

    Madrid, España

    ROR 02p0gd045

Revista:
Anales de psicología

ISSN: 0212-9728 1695-2294

Año de publicación: 2022

Volumen: 38

Número: 3

Páginas: 508-517

Tipo: Artículo

DOI: 10.6018/ANALESPS.504281 DIALNET GOOGLE SCHOLAR lock_openDIGITUM editor

Otras publicaciones en: Anales de psicología

Objetivos de desarrollo sostenible

Resumen

La información sobre el uso de Videojuegos (VJ) en muestras generales refleja fundamentalmente las características de los hombres, por su mayor participación en VJ, dificultando identificar las características de las mujeres y su actividad de juego. Objetivo: Describir el comportamiento lúdico de adolescentes y jóvenes madrileñas y su relación con el desarrollo de problemas de juego. Método: Se aplicó un cuestionario de autoinforme (Gamertest) a una muestra de 1.228 mujeres (12 - 22 años) (M = 14.84; DT = 2.469), seleccionadas mediante muestreo aleatorio en centros educativos de la Comunidad de Madrid. Resultados: el 51% de las mujeres admite jugar. El perfil típico es una mujer que juega a VJ de forma esporádica y por cortos periodos de tiempo, preferiblemente juegos de Acción y Aventura o Puzles y Plataformas; principalmente en smartphones, en casa y sola, con el propósito de divertirse. Las principales variables predictivas de problemas de juego, identificadas con el Trastorno del Juego de Internet (TJI) en mujeres son: mayor número de horas de uso, participación en juegos de rol multijugador masivo online (MMORPG) y VJ de estrategia. El factor protector más importante es jugar a VJ acompañado. Se discuten los resultados.

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