Evidence map›Paper›PMID 32649666›Full record

ArticlePloS one2020

Videogame-related experiences among regular adolescent gamers.

José Antonio Ponce-Blandón, Inocencio Espejel-Hernández, Macarena Romero-Martín, María de Las Mercedes Lomas-Campos, Nerea Jiménez-Picón, Juan Gómez-Salgado

Abstract read
In one paragraph

Article in PloS one, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers.

0numbers the graph read from it
0cells of the map it votes in
4citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

4 citing papers in PubMed.

  1. Article
  2. The Impact of Digital Devices on Children's Health: A Systematic Literature Review.Journal of functional morphology and kinesiology · 2024
    Review
  3. Article
  4. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors.

José Antonio Ponce-BlandónRed Cross Nursing University Center, University of Seville, Sevilla, Spain.ORCID 0000-0003-1422-7807
Inocencio Espejel-HernándezNursing, Physiotherapy and Podiatry Faculty, University of Seville, Sevilla, Spain.
Macarena Romero-MartínRed Cross Nursing University Center, University of Seville, Sevilla, Spain.
María de Las Mercedes Lomas-CamposNursing, Physiotherapy and Podiatry Faculty, University of Seville, Sevilla, Spain.
Nerea Jiménez-PicónRed Cross Nursing University Center, University of Seville, Sevilla, Spain.
Juan Gómez-SalgadoFaculty of Labour Sciences, Department of Sociology, Social Work and Public Health, University of Huelva, Huelva, Spain.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

The objective of this study was to identify the videogame-related experiences expressed by regular adolescent gamers and to explore the socio-family factors related to these experiences. A cross-sectional observational and descriptive study was carried out with a convenience sample of regular Spanish videogamers between 16 and 18 years old. To measure the use of videogames for evasion and its negative consequences, the Questionnaire of Videogame-Related Experiences (Cuestionario de Experiencias Relacionadas con Videojuegos, CERV) was used and socio-family variables collected, evaluating their relationship with the results of the CERV. A total of 206 adolescents participated, 89.3% men [84.3-93.2] and 17.9% [12.9-23.9] allocating more than 35 hours a week to videogames. The CERV subscale related to the evasive use of videogames (max. = 24 points) obtained a mean value of 11.71 (SD = 3.52) and the mean value for the subscale related to the negative consequences (max. = 27 points) was 7.14 (SD = 3.33). A higher frequency of high values of evasive use (p = .038) and higher scores of this subscale (p = .02) were found in gamers without brothers or sisters. Higher scores and larger numbers of negative consequences were found in gamers who play more than 21 hours a week (p = .032). In conclusion, frequent use of videogames does not seem to be carried out with an evasive purpose, except in the case of absence of siblings. Frequent videogame use has only proven to carry a higher level of negative consequences when playing more than 21 hours a week. No other socio-family variables related to these subscales of the CERV have been identified.

Indexed as

AdolescentAdolescent BehaviorCross-Sectional StudiesFemaleHumansMaleSurveys and QuestionnairesTime FactorsVideo Games

Identifiers

PMID32649666
PMCPMC7351159

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.