Videojuegos, salud, convivencia y adicción¿Qué dice la evidencia científica?

  1. López-Gómez, Silvia 1
  2. Rial-Boubeta, Antonio 1
  3. Marín-Suelves, Diana 2
  4. Rodríguez-Rodríguez, Jesús 3
  1. 1 Universidade de Santiago de Compostela
    info

    Universidade de Santiago de Compostela

    Santiago de Compostela, España

    ROR https://ror.org/030eybx10

  2. 2 Universitat de València
    info

    Universitat de València

    Valencia, España

    ROR https://ror.org/043nxc105

  3. 3 Universidad de Santiago Compostela
Revista:
Psychology, Society & Education

ISSN: 1989-709X 2171-2085

Any de publicació: 2022

Volum: 14

Número: 1

Pàgines: 45-54

Tipus: Article

DOI: 10.21071/PSYE.V14I1.14178 DIALNET GOOGLE SCHOLAR lock_openDialnet editor

Altres publicacions en: Psychology, Society & Education

Resum

El uso de videojuegos provoca discursos encontrados respecto a sus beneficios o perjuicios sobre la salud mental, la adicción y la convivencia. Actualmente, el Trastorno por Uso de Videojuegos aparece en las clasificaciones diagnósticas de la OMS (CIE-11) y de la APA (Sección III del DSM-5), lo que muestra el alcance de esta cuestión. Este trabajo tiene como objetivo analizar la literatura científica de 2016 a 2020 desde una doble vertiente, para poner de relieve la tendencia de los estudios y arrojar luz sobre los efectos del uso de videojuegos en menores. Se realizó un estudio bibliométrico y de contenido utilizando la base de datos Scopus, identificando 1,519 referencias, de las cuales 151 se emplearon para el estudio bibliométrico y las 98 disponibles en acceso abierto para el análisis de contenido. Los resultados muestran que, en general, no se puede afirmar que tengan efectos negativos per se, aunque los estudios coinciden en que pueden dar lugar a un uso problemático, por lo que ha de supervisarse de manera oportuna por los adultos significativos. Igualmente, existen trabajos que muestran los beneficios de la introducción de los videojuegos como herramienta para el aprendizaje y el desarrollo. Se concluye la polarización de estudios, señalando tanto efectos positivos como negativos de los videojuegos. 

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