Techno-addictive mechanisms in habits and behaviors of young video gamers: A gender perspective

Keywords: addiction, youth cultures, Fortnite, gender, games

Abstract

Since video games became a mass phenomenon, researchers have been interested in the impact that video games have on learning, on developing new ways of interacting and communicating, on promoting skills development, and other effects on behavioural and academic performance amongst young people. Due to the growth of gaming and its impact on young people, the study used a gender perspective to analyze techno-addictive mechanisms in habits, conduct, and behaviors of young people that could affect the field of education. For this purpose, a questionnaire was designed, validated by a group of experts, and administered to a sample of 142 secondary school students in the Spanish region of Extremadura. After verifying that the analyzed scales were valid and reliable, the analysis produced descriptive data and mean comparisons to explore for significant differences based on gender. According to data analyzed, playing Fortnite was not thought to be a direct cause of school absenteeism, affect personal and daily rest, disrupt relationships with friends and others, or trigger anxiety, sadness or irritation when not playing. However, no significant differences based on gender were found.

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Author Biography

Alicia González-Pérez, Universidad de Extremadura

Alicia González-Pérez is "Profesora Titular" in the Teacher Training College at University of Extremadura. She got Doctorate Award (2014) and PhD with European Mention in Education (2011) by University of Seville. She studied Pedagogy in Salamanca University (Spain) and she continued her studies in Dankook University (South Korea). She has been collaborating  with some prestige foreign universities as: Artevelde University (Bélgica), Università di Torino (Italia),Nord University (Norway), Universisty of Algarve and University of Coimbra (Portugal),  Cag University (Turkey), Dankook University (South Korea), Bath Spa University (United Kingdom), Universidad del Estado de Santa Catarina - UDESC (Brazil) y Nesna University College (Norway).

 She has been collaborated and participated in different International, European, National and Autonomous projects. She was Coordinator of MILAGE Project: Interactive Mathematics by implementing a Blended-Learning model with Augmented Reality and Game books funded by the European Union (2015-2018).

She is author of several National and International journal articles, book chapters and a books published in prestigious journals and editorials, about educational policies with ICT, educational innovation, educational technology, digital competence, and gender.

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Published
2022-05-09
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How to Cite
González-Pérez A. (2022). Techno-addictive mechanisms in habits and behaviors of young video gamers: A gender perspective. Teknokultura. Journal of Digital Culture and Social Movements, 19(2), 221-230. https://doi.org/10.5209/tekn.78782

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Grupo de Investigación Cultura Digital y Movimientos Sociales. Cibersomosaguas