Assessing the behavior of school-aged students with online games and their social skills as preventive measures in mental health

Authors

  • Monica Elisa Meneses-La-Riva , Víctor Hugo Fernández-Bedoya , Josefina Amanda Suyo-Vega , Giovanni Di Deus Ocupa-Meneses

Abstract

Today, online games are a form of entertainment that has been incorporated into the daily lives of teenagers, increasing the consumption of technology with risk of addiction. The objective was to determine the relationship between online gaming behavior and social skills in adolescents at a national educational center. The study was quantitative, correlational, cross-sectional and of non-experimental design; the population consisted of 128 adolescents. Two instruments were used: Online gaming behavior consisting of 2 dimensions: practice characteristics, risk behaviors with 19 items with a Likert scale and the Social Skills Scale (EHS) consists of 3 dimensions that are: basic, advanced and related to feelings of 16 items with a Likert scale. The results found are that there is a correlation between online gaming behavior and social skills. Online games, according to practice 82% of teenagers use online games always and regularly; and 18% never. There are practices in 86% of teens, which always and regularly have risks in negative behaviors and 14% are not at risk. Social skills: Basic 78% always and sometimes, 12% never, in the advanced dimension 79% always and sometimes, 21% never and in the dimension related to feelings 84% always and sometimes present a feeling of lack of affection and a feeling of family loneliness and never with 16%. It is concluded that the daily practices of online games hinder the development of social skills. Generating limitations in the integral, social, emotional development of the adolescent expressed in the neglect of their personal responsibilities, and risk to manifest negative attitudes in their social environment. 

Published

2020-11-01

Issue

Section

Articles