Multidimensional Self-Concept and Its Association with Problematic Use of Video Games in Spanish College Students
Abstract
:1. Introduction
2. Materials and Methods
2.1. Participants
2.2. Variables and Instruments
- Sex, collected through an ad-hoc questionnaire, categorized as male or female.
- Self-concept, is collected from the original questionnaire “Autoconcepto Forma-5 (AF-5)” from García and Musitu [51], and measures the dimensions of academic self-concept (AS), social self-concept (SS), emotional self-concept (ES), family self-concept (FS), and physical self-concept (PS). This test consists of 30 questions, which are valued with a Likert scale of five options, where 1 is Never and 5 is Always; for each dimension the sum of the following items is established (AS: items 1, 6, 11, 16, 21, 26; SS: items 2, 7, 12, 17, 22, 27; ES: items 3, 8, 13, 18, 23, 28; FS: items 4, 9, 14, 19, 24, 29; FS: items 5, 10, 15, 20, 25, 30). In the study of [51], a reliability of α = 0.810 was determined, a value similar to that detected in the present investigation (Cronbach’s alpha of α = 0.86); by dimensions (AA: α = 0.86; AS: α = 0.80; AE: α = 0.70; AFM: α = 0.79; AF: α = 0.76), values in all groups were satisfactory as were those found in the investigations of Estévez et al. [52] and Cava et al. [53].
- Problematic use of videogames is collected from the original instrument “Questionnaire of Experiences related to Videogames (CESR)” [9], which has been validated in a sample of Spanish adolescents. The CESR questionnaire is made up of 17 items formulated in a negative sense, valued using a Likert scale of 4 options (1 = Never; 2 = Sometimes; 3 = Quite a few times; 4; Always). A summation of the items is established to describe the behavior of the user in relation to the use of videogames, establishing a classification in terciles to categorize the variable in: “No problems”, “Potential problems” and “Serious problems”. The reliability of the original instrument [9], was from α = 0.87, while in the present study α = 0.92 has been obtained.
2.3. Procedure
2.4. Data Analysis
3. Results
4. Discussion
5. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
- Martínez-Martínez, A.; Zurita-Ortega, F.; Castro-Sánchez, M.; Chacón-Cuberos, R.; Hinojo, M.A.; Espejo-Garcés, T. La elección de estudios superiores universitarios en estudiantes de último curso de bachillerato y ciclos formativos. Educare 2016, 20, 1–18. [Google Scholar] [CrossRef]
- Gambara, H.; Alonso, E.G. ¿Qué y cómo deciden los adolescentes? Tarbiya Revista de Investigación e Innovación Educativa 2017, 34, 5–69. [Google Scholar]
- Gaete, V. Desarrollo psicosocial del adolescente. Revista Chilena de Pediatría 2015, 86, 436–443. [Google Scholar] [CrossRef] [PubMed] [Green Version]
- Leiva, M.V.; Montecinos, C.; Aravena, F. Liderazgo pedagógico en directores nóveles en Chile: Prácticas de observación de clases y retroalimentación a profesores. Relieve 2016, 22, 1–17. [Google Scholar] [CrossRef]
- Beltrán, E.; Chamarro, A. Videojugadores del league of legends: El papel de la pasión en el uso abusivo y en el rendimiento. Adicciones 2016, 28, 28–34. [Google Scholar] [CrossRef]
- Greenfield, P.M. Mind and Media: The Effects of Television, Video Games, and Computers; Psychology Press: New York, NY, USA, 2014. [Google Scholar]
- Beltrán, V.J.; Valencia, A.; Molina, J.P. Los videojuegos activos y la salud de los jóvenes: Revisión de la investigación. Revista Internacional de Medicina y Ciencias de la Actividad 2011, 10, 203–219. [Google Scholar]
- Chacón-Cuberos, R.; Espejo-Garcés, T.; Cabrera, A.; Castro-Sánchez, M.; López-Sánchez, J.F.; Zurita-Ortega, F. Exergames para la mejora de la salud en niños y niñas en edad escolar: Estudio a partir de hábitos sedentarios e índices de obesidad. Revista Latinoamericana de Tecnología Educativa-RELATEC 2015, 14, 40–50. [Google Scholar] [CrossRef]
- Chamarro, A.; Carbonell, X.; Manresa, J.M.; Muñoz-Miralles, R.; Ortega-González, R.; López-Morrón, M.R.; Toran-Montserrat, P. El cuestionario de experiencias relacionadas con los videojuegos (CERV): Un instrumento para detectar el uso problemático de videojuegos en adolescentes españoles. Adicciones 2014, 26, 303–311. [Google Scholar] [CrossRef] [PubMed]
- Castro-Sánchez, M.; Martínez-Martínez, A.; Zurita-Ortega, F.; Chacón-Cuberos, R.; Espejo-Garcés, T.; Cabrera, A. Uso de videojuegos y su relación con las conductas sedentarias en una población escolar y universitaria. J. Educ. Teach. Train. 2015, 6, 40–51. [Google Scholar]
- Primack, B.A.; Carroll, M.V.; McNamara, M.; Klem, M.L.; King, B.; Rich, M.; Nayak, S. Role of video games in imporving health-related outcomes: A systematic review. Am. J. Prev. Med. 2012, 42, 630–638. [Google Scholar] [CrossRef]
- Estévez, E.; Martínez, B.; Musitu, G. La autoestima en adolescentes agresores y victimas en la escuela: La perspectiva multidimensional. Interv. Psicosoc. 2006, 15, 223–232. [Google Scholar] [CrossRef]
- Samaniego, S.J.; Chavarría, N.A.; Bustillos, S.D.; Solís, S.R.; Luna, C.J. Hábitos de estudiantes universitarios en el uso de internet. NovaRua 2015, 4, 21–24. [Google Scholar]
- Fernández-Revelles, A.B.; Zurita-Ortega, F.; Castañeda-Vázquez, C.; Martínez-Martínez, A.; Padial-ruz, R.; Chacón-Cuberos, R. Sistemas de calificación de video juegos, revisión narrativa. ESHPA 2018, 2, 62–74. [Google Scholar]
- Ray, M.; Jat, K.R. Effect of electronic media on children. Indian Pediatr. 2010, 47, 561–568. [Google Scholar] [CrossRef] [PubMed]
- Trick, L.M.; Jaspers-Fayer, F.; Sethi, N. Multiple-object tracking in children: The Catch the Spies task. Cogn. Dev. 2005, 20, 373–387. [Google Scholar] [CrossRef]
- Griffiths, M.D. Videogame addiction: Further thoughts and observations. Int J. Ment. Health Ad 2008, 6, 182–185. [Google Scholar] [CrossRef]
- Chappell, D.; Eatough, V.; Davies, M.N.; Griffiths, M. EverQuest—It’s just a computer game right? An interpretative phenomenological analysis of online gaming addiction. Int. J. Ment. Health Ad. 2006, 4, 205–216. [Google Scholar] [CrossRef]
- Grüsser, S.M.; Thalemann, R.; Griffiths, M.D. Excessive computer game playing: Evidence for addiction and aggression? Cyberpsychol. Behav. 2006, 10, 290–292. [Google Scholar] [CrossRef] [PubMed]
- Ng, B.D.; Weimer-Hastings, P. Addiction to the internet and online gaming. Cyberpsychol. Behav. 2005, 8, 110–113. [Google Scholar] [CrossRef]
- Gentile, D.A.; Swing, E.L.; Lim, C.G.; Khoo, A. Video game playing, attention problems, and impulsiveness: Evidence of bidirectional causality. Psychol. Pop. Med. Cult. 2012, 1, 62–70. [Google Scholar] [CrossRef]
- Skosnik, P.D.; Chatterton, R.T., Jr.; Swisher, T.; Park, S. Modulation of attentional inhibition by norepinephrine and cortisol after psychological stress. Int. J. Psychophysiol. 2000, 36, 59–68. [Google Scholar] [CrossRef]
- Chan, P.A.; Rabinowitz, T. A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents. Ann. Gen. Psychiatr. 2006, 5, 16–26. [Google Scholar] [CrossRef] [PubMed]
- Bioulac, S.; Arfi, L.; Bouvard, M.P. Attention deficit/hyperactivity disorder and video games: A comparative study of hyperactive and control children. Eur. Psychiatr. 2008, 23, 134–141. [Google Scholar] [CrossRef] [PubMed]
- Rehbein, F.; Psych, G.; Kleimann, M.; Mediasci, G.; Mößle, T. Prevalence and risk factors of video game dependency in adolescence: Results of a German nationwide survey. Cyberpsych. Beh. Soc. Netw. 2010, 13, 269–277. [Google Scholar] [CrossRef] [PubMed]
- Cummings, H.M.; Vandewater, E.A. Relation of adolescent video game play to time spent in other activities. Arch. Pediat. Adolesc. Med. 2007, 161, 684–689. [Google Scholar] [CrossRef] [PubMed]
- Mathiak, K.; Weber, R. Toward brain correlates of natural behavior: fMRI during violent video games. Hum. Brain Mapp. 2006, 27, 948–956. [Google Scholar] [CrossRef] [PubMed]
- Weber, R.; Ritterfeld, U.; Mathiak, K. Does playing violent video games induce aggression? Empirical evidence of a functional magnetic resonance imaging study. Media Psychol. 2006, 8, 39–60. [Google Scholar] [CrossRef]
- Dickerman, C.; Christensen, J.; Kerl-McClain, S.B. Big breasts and bad guys: Depictions of gender and race in video games. J. Creat. Ment. Health 2008, 3, 20–29. [Google Scholar] [CrossRef]
- Anderson, C.A.; Shibuya, A.; Ihori, N.; Swing, E.L.; Bushman, B.J.; Sakamoto, A.; Saleem, M. Violent video game effects on aggression empathy, and prosocial behaviour in eastern and western countries: A meta-analytic review. Psychol. Bull. 2010, 136, 151–173. [Google Scholar] [CrossRef]
- Van Rooij, A.J.; Schoenmakers, T.M.; Vermulst, A.; Vermulst, A.; Van den Eijden, R.; Van de Mheen, D. Online video game addiction: Identification of addicted adolescent gamers. Addiction 2010, 10, 205–210. [Google Scholar] [CrossRef]
- Gentile, D.; Choo, H.; Liau, A.; Sim, T.; Li, D.; Fung, D.; Khoo, A. The multiple dimensions of video game effects. Child Dev. Perspect. 2011, 5, 75–81. [Google Scholar] [CrossRef]
- Lu, A.; Kharrazi, H.; Gharghabi, F.; Thompson, D.A. Systematic review of health videogames on childhood obesity prevention and intervention. Games Health J. 2013, 2, 131–141. [Google Scholar] [CrossRef] [PubMed]
- Baldia, M.M.; Clariana, M.; Gotzens, C.; Cladellas, R.; Dezcallar, T. Videojuegos, televisión y rendimiento académico en alumnos de primaria. Pixel Bit 2015, 46, 25–38. [Google Scholar] [CrossRef]
- Chacón-Cuberos, R.; Zurita-Ortega, F.; Martínez-Martínez, A.; Castro-Sánchez, M.; Espejo-Garcés, T.; Pinel-Martínez, C. Relación entre factores académicos y consumo de videojuegos en universitarios. un modelo de regression. Píxel Bit 2017, 50, 109–121. [Google Scholar] [CrossRef]
- Pérez, M.C.; Álvarez, J.A.; Molero, M.M.; Gázquez, J.J.; López, M.A. Violencia escolar y rendimiento académico (VERA): Aplicación de realidad aumentada. Eur. J. Inves. Health Educ. Psychol. 2011, 1, 71–84. [Google Scholar] [CrossRef]
- Espejo-Garcés, T.; Zurita-Ortega, F.; Chacón-Cuberos, R.; Castro-Sánchez, M.; Martínez-Martínez, A.; Pérez-Corté, A. Actividad física y autoconcepto: Dos factores de estudio en adolescentes de zona rural. Revista Iberoamericana de Psicología del Ejercicio y el Deporte 2018, 13, 203–2010. [Google Scholar]
- Bustos, V.; Oliver, A.; Galiana, L. Validación del autoconcepto forma 5 en Universitarios Peruanos: Una herramienta para la psicología positiva. Psicologia: Reflexão e Crítica 2015, 28, 690–697. [Google Scholar] [CrossRef]
- Greenwald, A.G.; Famham, S.D. Using the implicit association test to measure self-esteem and self-concept. J. Personal. Soc. Psychol. 2000, 79, 1022–1038. [Google Scholar] [CrossRef]
- Hattie, J. Self-Concept; Psychology Press: New York, NY, USA, 2014. [Google Scholar]
- Topcu, S.; Orthon, F.S.; Tayfun, M.; Ucaktuerk, S.A.; Demirel, F. Anxiety, depression and self-esteem levels in obese children: A case-control study. J. Pediatr. Endocr. Metab. 2016, 29, 357–361. [Google Scholar] [CrossRef]
- Shavelson, J.; Hubner, J.J.; Stanton, G.C. Self-concept: Validation of construct interpretations. Rev. Educ. Res. 1976, 46, 407–442. [Google Scholar] [CrossRef]
- Rosenberg, M. Conceiving the Self; Basic Books: New York, NY, USA, 1979. [Google Scholar]
- Wylie, R. The Self-Concept: Theory and Research on Selected Topics; Lincoln, N.E., Ed.; University of Nebraska: Lincoln, NE, USA, 1979. [Google Scholar]
- Harter, S. The Construction of the Self; Guilford Press: New York, NY, USA, 1999. [Google Scholar]
- Ekeland, E.; Heian, F.; Hagen, K.; Abbott, J.; Nordheim, L. Exercise to improve self-esteem in children and young people. Cochrane Database Syst. Rev. 2004, 1, 1–12. [Google Scholar] [CrossRef] [PubMed]
- Hoogeveen, L.; van Hell, J.; Verhoeven, L. Self-concept and social status of accelerated and nonaccelerated students in the first 2 years of secondary school in the Netherlands. Gift. Child Quart. 2009, 53, 50–67. [Google Scholar] [CrossRef]
- Chacón, R.; Zurita, F.; Castro, M.; Espejo, T.; Martínez, A. The association of self-concept with substance abuse and problematic use of video games in university students: A structural equation model. Adicciones 2017, 30, 179–188. [Google Scholar] [CrossRef]
- Espejo, T.; Chacón, R.; Castro, M.; Zurita, F.; Martínez, A.; Pérez, A. Incidence of the consumption of video games in the academic and physical self-concept of university students. Píxel Bit Rev. Med. Educ. 2018, 52, 7–19. [Google Scholar] [CrossRef]
- Sánchez-Zafra, M.; Zurita-Ortega, F.; Ramírez-Granizo, I.; Puertas-Molero, P.; González-Valero, G.; Ubago-Jiménez, J.L. Levels of self-concept and its relations with the use of video games in third grade primary school students. J. Sport Health Res. 2019, 11, 43–54. [Google Scholar]
- García, F.; Musitu, G. AF5: Autoconcepto Forma 5; TEA Ediciones: Madrid, Spain, 1999. [Google Scholar]
- Estévez, A.; Herrero, D.; Sarabia, I.; Jáuregui, P. El papel mediador de la regulación emocional entre el juego patológico, uso abusivo de internet y videojuegos y la sintomatología disfuncional en jóvenes y adolescentes. Adicciones 2014, 26, 282–290. [Google Scholar] [CrossRef]
- Cava, M.J.; Murgui, S.; Musitu, G. Diferencias en factores de protección del consumo de sustancias en la adolescencia temprana y media. Psicothema 2008, 20, 389–395. [Google Scholar]
- García-Oliva, C.; Piqueras, J.A.; Marzo, J.C. Uso problemático de internet, el móvil y los videojuegos en una muestra de adolescentes alicantinos. Health Addict. 2017, 17, 189–200. [Google Scholar] [CrossRef]
- Espejo-Garcés, T.; Chacón-Cuberos, R.; Castro-Sánchez, M.; Martínez-Martínez, A.; Zurita-Ortega, F.; Pinel, C. Análisis descriptivo del uso problemático y hábitos de consumo de los videojuegos con relación al género en estudiantes universitarios. Revista Latinoamericana de Tecnología Educativa 2015, 14, 85–93. [Google Scholar] [CrossRef]
- Salum-Fares, A.; Marín, R.; Reyes, C. Relevancia de las dimensiones del autoconcepto en estudiantes de escuelas secundarias de ciudad Victoria, Tamaulipas. Revista Electrónica de Psicología Iztacala 2011, 14, 255–272. [Google Scholar]
- Zurita-Ortega, F.; Castro-Sánchez, M.; Álvaro-González, J.I.; Rodríguez, S.; Pérez-Cortés, A. Autoconcepto, actividad física y familia: Análisis de un modelo de ecuaciones estructurales. Revista de Psicología del Deporte 2016, 25, 97–104. [Google Scholar]
- González-Carcelén, C.M.; López-Sánchez, G.F.; Sánchez-García, C.; Ibáñez-Ortega, E.J.; Díaz-Suárez, A. Composición corporal e imagen corporal de estudiantes de ciencias del deporte. Sportis 2018, 4, 411–425. [Google Scholar] [CrossRef]
- Labrador, F.J.; Villadangos, S.M.; Crespo, M.; Becoña, E. Desarrollo y validación del cuestionario de uso problemático de nuevas tecnologías (UPNT). Ann. Psychol. 2013, 29, 836–847. [Google Scholar] [CrossRef]
- Fuster, H.; Oberst, U.; Griffiths, M.D.; Carbonell, X.; Chamarro, A.; Talarn, A. Pshychological motivation in online roleplaying games: A study of Spanish world of warcraft players. Ann. Psychol. 2012, 28, 274–280. [Google Scholar]
- Durkee, T.; Kaess, M.; Carli, V.; Parzer, P.; Wasserman, C.; Floderus, B.; Brunner, R. Prevalence of pathological internet use among adolescents in Europe: Demographic and social factors. Addiction 2012, 107, 2210–2222. [Google Scholar] [CrossRef]
- Chóliz, M.; Marco, C. Patrón de uso y dependencia de videojuegos en infancia y adolescencia. Ann. Psychol. 2011, 27, 418–426. [Google Scholar]
- González, M.; Espada, J.; Tejeiro, R. El uso problemático de videojuegos está relacionado con problemas emocionales en adolescentes. Adicciones 2017, 29, 180–185. [Google Scholar] [CrossRef]
- Díez Gutiérrez, E.J.; Terrón Bañuelos, E.; García Gordón, M.; Rojo Fernández, J.; Cano González, R.; Blanco Jorrín, D.; Bandiera, B. La Diferencia Sexual en el Análisis de los Videojuegos; CIDE Instituto de la Mujer: Madrid, Spain, 2004. [Google Scholar]
- Muñoz-Miralles, R.; Ortega-González, R.; López-Morón, M.R.; Batalla-Martínez, C.; Manresa, J.M.; Montellà-Jordana, N.; Torán-Monserrat, P. The problematic use of information and communication technologies (ICT) in adolescents by the crosssectional JOITIC study. BMC Pediatr. 2016, 16, 140. [Google Scholar] [CrossRef]
- Rial, A.; Golpe, S.; Gómez, P.; Barreiro, C. Variables asociadas al uso problemático de internet entre adolescentes. Salud y Drogas 2015, 15, 25–38. [Google Scholar] [CrossRef]
- León, R.; López, M.J. Los adolescentes y los videojuegos. Apunt Psicol. 2003, 21, 1–10. [Google Scholar]
- Jackson, L.; von Eye, A.; Fitzgerald, H.; Zhao, Y.; Witt, E.A. Self-concept, self-esteem, gender, race and information technology use. Comput. Hum. Behav. 2010, 26, 323–328. [Google Scholar] [CrossRef]
- Unsworth, N.; Redick, T.S.; McMillan, B.D.; Hambrick, D.Z.; Kane, M.J.; Engle, R.W. Is playing video games related to cognitive abilities? Psychol. Sci. 2015, 26, 759–774. [Google Scholar] [CrossRef]
Sex | Men | 44.7% (n = 247) | |
Woman | 55.3% (n = 305) | ||
Video games | Without problems | 70.7% (n = 390) | |
Potential problems | 22.3% (n = 123) | ||
Serious problems | 7.1% (n = 39) | ||
M | SD | ||
Self-concept | Academic | 3.61 | 0.58 |
Social | 4.04 | 0.61 | |
Family | 3.24 | 0.80 | |
Physical | 4.24 | 0.66 | |
Emotional | 3.53 | 0.76 |
Sex | ||||
---|---|---|---|---|
Men | Woman | Sig. | ||
Videogames | Without problems | 51.0% (n = 126) | 86.5% (n = 264) | 0.000 |
Potential problems | 34.4% (n = 85) | 12.5% (n = 38) | ||
Serious problems | 14.6% (n = 36) | 1.0% (n = 3) |
Sex | Test T Sig. (Bilateral) | ||||||
---|---|---|---|---|---|---|---|
Men | Woman | Levene’s Test | |||||
M | SD | M | SD | F | Sig. | ||
Academic | 3.61 | 0.45 | 3.62 | 0.67 | 31.404 | 0.000 | 0.851 |
Social | 4.17 | 0.50 | 4.94 | 0.67 | 25.789 | 0.000 | 0.000 |
Family | 4.45 | 0.60 | 4.40 | 0.70 | 0.249 | 0.083 | 0.339 |
Physical | 3.85 | 0.69 | 3.26 | 0.71 | 3.017 | 0.658 | 0.000 |
Emotional | 3.52 | 0.73 | 3.00 | 0.78 | 0.196 | 0.618 | 0.000 |
Videogames | F | Sig. | ||||||
---|---|---|---|---|---|---|---|---|
Without Problems | Potential Problems | Serious Problems | ||||||
M | SD | M | SD | M | SD | |||
Academic | 3.73 * | 0.60 | 3.61 * | 0.50 | 3.29 | 0.51 | 8.342 | 0.000 |
Social | 4.07 * | 0.63 | 4.02 * | 0.55 | 3.80 | 0.59 | 3.411 | 0.034 |
Family | 4.53 * | 0.67 | 4.45 * | 0.49 | 3.82 | 0.73 | 13.838 | 0.000 |
Physical | 3.68 * | 0.90 | 3.60 * | 0.76 | 3.49 | 0.74 | 4.516 | 0.026 |
Emotional | 3.33 * | 0.75 | 3.22 | 0.84 | 3.20 | 0.55 | 3.705 | 0.032 |
© 2019 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
Share and Cite
Castro-Sánchez, M.; Rojas-Jiménez, M.; Zurita-Ortega, F.; Chacón-Cuberos, R. Multidimensional Self-Concept and Its Association with Problematic Use of Video Games in Spanish College Students. Educ. Sci. 2019, 9, 206. https://doi.org/10.3390/educsci9030206
Castro-Sánchez M, Rojas-Jiménez M, Zurita-Ortega F, Chacón-Cuberos R. Multidimensional Self-Concept and Its Association with Problematic Use of Video Games in Spanish College Students. Education Sciences. 2019; 9(3):206. https://doi.org/10.3390/educsci9030206
Chicago/Turabian StyleCastro-Sánchez, Manuel, Mercedes Rojas-Jiménez, Félix Zurita-Ortega, and Ramón Chacón-Cuberos. 2019. "Multidimensional Self-Concept and Its Association with Problematic Use of Video Games in Spanish College Students" Education Sciences 9, no. 3: 206. https://doi.org/10.3390/educsci9030206
APA StyleCastro-Sánchez, M., Rojas-Jiménez, M., Zurita-Ortega, F., & Chacón-Cuberos, R. (2019). Multidimensional Self-Concept and Its Association with Problematic Use of Video Games in Spanish College Students. Education Sciences, 9(3), 206. https://doi.org/10.3390/educsci9030206