Fortnite game-addictive behaviors: experimental evidence of relaxation exercises in schoolchildren

Authors

  • Jhon Holguin-Alvarez Universidad César Vallejo
  • Pool Andrade Paredes Universidad César Vallejo

DOI:

https://doi.org/10.21501/24631779.3369

Keywords:

Consumption of video games, Compensatory conduct, Relaxation in the classroom, Evasion to tasks, Time of stay, Emotionality

Abstract

Digital addictive behavior has now increased in the school public in recent years, especially in the addiction to video games. In this study we are interested in investigating the reduction of additive behaviors towards the Fortnite game through a relaxation technique based on the Koeppen method. We used a type of pre-experimental research design in 70 children (χ = 10.8 years of age) of low socio-economic level, we used preliminary surveys to determine the selection of consumer subjects; for the measurement we apply the dependency test towards videogames–TDV and the questionnaire about experiences related to video games–CERV. We conclude as the first evidence that, the subjects reduced their compensatory behaviors (dependence and evasion), in turn, the time of permanence in the consumption (hours and places) was considerably reduced. However, the evidence in the reduction of emotions towards the game allowed us to argue that the Koeppen technique presented reductive effects of school stress without influencing emotionality, because the findings described data that were not significant for the study.

Downloads

Download data is not yet available.

Author Biographies

Jhon Holguin-Alvarez, Universidad César Vallejo

Pool Andrade Paredes, Universidad César Vallejo

References

Adachi, P. J. C., & Willoughby, T. (2013). Demolishing the Competition: The Longitudinal Link between Competitive Video Games, Competitive Gambling, and Aggression. Journal of Youth and Adolescence, 42(7), 1090 - 1104. doi: http://dx.doi.org/10.1007/s10964-013-9952-2

Adachi, P. J. C., & Willoughby, T. (2016). The Longitudinal Association between Competitive Video Game Play and Aggression among Adolescents and Young Adults. Child Development, 87(6), 1877-1892. doi: http://dx.doi.org/10.1111/cdev.12556

Ahmed, U., & Ullah, I. (2013). Video Games Addiction: positive and negative effects of playing video games on youth and children (Magisteruppsats), University of Borås, Borås, Sweden. Retrieved from: http://bada.hb.se/handle/2320/12478

Alave, S. M., y Pampa, S. N. (2018). Relación entre dependencia a videojuegos y habilidades sociales en estudiantes de una institución educativa estatal de Lima Este. Lima, Perú: Universidad Peruana Unión. Recuperado de http://repositorio.upeu.edu.pe/handle/UPEU/996

Alpízar, L. (2016). Entorno familiar: factor o riesgo o protección para el desarrollo de conductas adictivas en los hijos. Drugs and Addictive Behavior, 1(1). doi: https://doi.org/10.21501/24631779.1760

Andreassen, C. S., Pallesen, S., & Griffiths, M. D. (2017). The relationship between addictive use of social media, narcissism, and self-esteem: Findings from a large national survey. Addictive Behaviors, 64, 287 – 293. doi: https://doi.org/10.1016/j.addbeh.2016.03.006

Apisitwasana, N., Perngparn, U., & Cottler, L. B. (2018). Effectiveness of school- and family-based interventions to prevent gaming addiction among grades 4–5 students in Bangkok, Thailand. Pyschology Research and Behavior Management, 11, 103-115. doi: https://doi.org/10.2147/PRBM.S145868

Armier, D. D., Shepherd, C. E., & Skrabut, S. (2016). Using Game Elements to Increase Student Engagement in Course Assignments. College Teaching, 64(2), 64-72. doi. https://doi.org/10.1080/87567555.2015.1094439

Barreto, D., Vasconcelos, L., y Orey, M. (2017). Motivation and Learning Engagement through Playing Math Video Games. Malaysian Journal of Learning and Instruction (MJLI), 14(2), 1-21. Retrieved from http://mjli.uum.edu.my/index.php/previous-issues/140-vol14no2dec17#A1

Bavelier, D., Green, C. S., Han, D. H., Renshaw, P.F., Merzenich, M. M., & Gentile, D. A. (2011). Brains on video games. Nature Reviews Neuroscience, 12(12), 763-768. doi: https://doi.org/10.1038/nrn3135

Beranuy Fargues, M., Chamarro Lusar, A., Graner Jordania, C., Carbonell Sánchez, X. (2009). Validación de dos escalas breves para evaluar la adicción a internet y abuso de móvil. Psicothema, 21(3), 480-485. Recuperado de http://www.psicothema.com/psicothema.asp?id=3658

Chamarro, A.; Carbonell, X., Manresa, J. M., Munoz-Miralles, R., Ortega-Gonzalez, R., Lopez-Morron, R.; Batalla-Martinez, C., y Toran-Monserrat, P. (2014). El cuestionario de experiencia relacionadas con los videojuegos (CERV): un instrumento para detectar el uso problemático de videojuegos en adolescentes españoles. Revista adicciones, 26(4), 303-311. Recuperado de https://www.redalyc.org/articulo.oa?id=289132934006

Cholíz, M., & Marco, C. (2011). Pattern of Use and Dependence on Video Games in Infancy and Adolescence. Annals of Psychology, 27(2), 418-426. Retrieved from https://revistas.um.es/analesps/article/view/123051

Cía, A. H. (2013). Las adicciones no relacionadas a sustancias (DSM – 5, APA, 2013): un primer paso hacia la inclusión de las Adicciones Conductuales en las clasificaciones categoriales vigentes. Revista de Neuro-psiquiatría, 76(4), 210-217. doi: https://doi.org/10.20453/rnp.v76i4.1169

Coyne, S. M., Warburton, W. A., Essig, L. W., & Stockdale, L.A. (2018). Violent Video Games, Externalizing Behavior, and Prosocial Behavior: A Five-Year Longitudinal Study during Adolescence. Developmental Psychology, 54(10), 1868-1880. doi: http://dx.doi.org/10.1037/dev0000574

European Monitoring Centre for Drugs and Drug Adicction – ESPAD (2015). ESPAD Report 2015. Results from the European School Survey Project on Alcohol and Other Drugs. Retrieved from http://www.espad.org/sites/espad.org/files/ESPAD_report_2015.pdf

García, N. (05 de marzo de 2018). Gamificación del aprendizaje, una tendencia al alza. elEconomista.es. Recuperado de https://www.eleconomista.es/ecoaula/noticias/9050138/04/18/Gamificacion-del-aprendizaje-una-tendencia-al-alza.html

González Sanz, S. C. (27 de marzo de 2018). Por qué Fortnite está batiendo records en todo el mundo. El Pais. Recuperado de https://elpais.com/tecnologia/2018/03/27/actualidad/1522137016_863410.html?rel=mas

Glaser-Opitz, H., & Budajová, K. (2016). THE MATH – open source application for easier, Acta didactica Napocensia, 9(1), 45-50. Retrieved from https://eric.ed.gov/?id=EJ1103424

Goehle, G., & Wagaman, J. (2016). The Impact of Gamification in Web Based Homework. PRIMUS, 26(6), 557-569. doi: http://dx.doi.org/10.1080/10511970.2015.1122690

Griggs, S. T. (2016). La psicología de todas las adicciones (y Tratamiento). Smashwords. Steven T. Griggs, Ph.D.

Haberlin, S.; O'Grady, P. (2018). Gifted from the "Inside Out": Teaching Mindfulness to High-Ability Children. Gifted Education International, 34(2), 173-180. doi: https://doi.org/10.1177/0261429417716351

Hazar, Z. (2019). Children's Digital Game Addiction and Opinions about Their Parents' Playing Digital Games (a Mixed Method Study). Journal of Education and Training Studies, 7(1), 85-93. doi: https://doi.org/10.11114/jets.v7i1.3785

Kuss, D. J. (2013). Internet gaming addiction: current perspectives. Psychology Research and Behavior Management, 6, 125–137. doi: http://doi.org/10.2147/PRBM.S39476

Larson, H. A., El Ramahi, M. K., Conn, S. R., Estes, L. A., & Ghibellini, A. B. (2010). Reducing Test Anxiety among Third Grade Students through the Implementation of Relaxation Techniques. Journal of School Counseling, 8(19). 1-19. Retrieved from https://files.eric.ed.gov/fulltext/EJ885222.pdf

Lau, C.; Stewart, S.; Sarmiento, C.; Saklofske, D. & Tremblay, P. (2018). Who Is at Risk for Problematic Video Gaming? Risk Factors in Problematic Video Gaming in Clinically Referred Canadian Children and Adolescents. Multimodal Technologies and Interaction, 2(19), 1-16. doi: https://doi.org/10.3390/mti2020019

Lemmens, J. S., Valkenburg, Peter, J. (2011). The Effects of Pathological Gaming on Aggressive Behavior. Journal of Youth and Adolescence, 40(1), 38-47. Doi: http://dx.doi.org/10.1007/s10964-010-9558-x

Loton, D. (2014). Video Game Addiction and Engagement in Adult Gamers: Differentiation Based on Relationships with Health and Functioning (PhD thesis), Victoria University, Melbourne, Australia. Retrieved from http://vuir.vu.edu.au/25835/

Mala, V. (2018). Adolescent Students' Problems and Yoga as a Preventive Measure. Journal on Educational Psychology, 11(4), 1-7. doi: https://doi.org/10.26634/jpsy.11.4.14216

Malander, N.M. (2019). Adicciones tecnológicas en adolescentes: relación con la percepción de las prácticas parentales. Drugs and Addictive Behavior, 4(1), 25-45. doi: https://doi.org/10.21501/24631779.2761

Marco, C., y Chóliz, M. (2017). Eficacia de las técnicas de control de la impulsividad en la prevención de la adicción a videojuegos. Terapia psicológica, 35(1), 57-69. doi: https://dx.doi.org/10.4067/S0718-48082017000100006

Marín-Díaz, V., Morales-Díaz, M., & Reche-Urbano, E. (2019). Educational Possibilities of Video Games in the Primary Education Stage According to Teachers in Training. A Case Study. Journal of New Approaches in Educational Research, 8(1), 42-49. doi: https://doi.org/10.7821/naer.2019.1.330

Marmisa, J. (23 de mayo de 2018). Los expertos explican por qué lo del Fortnite se nos ha ido de las manos. El País. Recuperado de: https://elpais.com/elpais/2018/05/19/tentaciones/1526762578_664129.html

Martyniuk, S. V. (2018). Game On!--Teaching Video Game Studies in the Arts Classroom. Art Education, 71(3), 14-19. doi: http://dx.doi.org/10.1080/00043125.2018.1436325

O´Donnell, S., & Epstein, L.H. (2019). Smartphones are more reinforcing than food for students. Addictive Behaviors, 90, 124-133. doi: https://doi.org/10.1016/j.addbeh.2018.10.018

Przybylski, A. (2016). Mischievous responding in Internet Gaming Disorder research. PeerJ — the Journal of Life and Environmental Sciences, 4:e2401, 1-8. doi: https://doi.org/10.7717/peerj.2401

Przybylski, A. K., Weinstein, N., & Murayama, K. (2016). Internet Gaming Disorder: Investigating the Clinical Relevance of a New Phenomenon. The American Journal of Psychiatry, 174(3), 230-236. doi: 10.1176/appi.ajp.2016.16020224.

Rey Vásquez, E.M. (2019). El juego de videojuegos como acto ético performativo. (Tesis doctoral). Pontificia Universidad Javeriana. Bogotá, Colombia. Recuperado de https://repository.javeriana.edu.co/handle/10554/43000

Rhen, B. (2011). "School Shooter" Web Video Game Raises Concerns. Education Week, 30(29), 16-17. Retrieved from https://eric.ed.gov/?id=EJ930033

Sisk, D. A. (2018). The Art and Science of Planting Seeds of Mindfulness. Gifted Education International, 34(2), 118-128. doi: http://dx.doi.org/10.1177/0261429417716354

Stockdale, L., & Coyne, S. (2018). Video game addiction in emerging adulthood: Cross-sectional evidence of pathology in video game addicts as compared to matched healthy controls. Journal of Affective Disorders, 225, 265-272. doi: https://doi.org/10.1016/j.jad.2017.08.045

Teng, Z., Nie, Q., Guo, C., Zhang, Q., Liu, Y., & Bushman, B. J. (2019). A Longitudinal Study of Link between Exposure to Violent Video Games and Aggression in Chinese Adolescents: The Mediating Role of Moral Disengagement. Developmental Psychology, 55(1), 184-195. doi: http://dx.doi.org/10.1037/dev0000624

Tú, S., Kim, E., & No, U. (2015). Impacto de los videojuegos violentos en los comportamientos sociales de los adolescentes: el papel mediador de la competencia emocional. School Psychology International, 36(1), 94-111. doi: http://dx.doi.org/10.1177/0143034314562921

Valleur, M., & Matysiak, J. C. (2005). Las nuevas adicciones del siglo XXI. Sexo, pasión y videojuegos. Barcelona, España: Paidós Ibérica.

Wittek, C.T., Finseras, T. R., Pallesen, S., Mentzoni, R. A., Hanss, D., Griffiths, M. D., Molde, H. (2016). Prevalence and Predictors of Video Game Addiction: A Study Based on a National Representative Sample of Gamers. International Journal of Mental Health and Addiction, 14(5), 672-686. doi: https://doi.org/10.1007/s11469-015-9592-8

Zastrow, M. (2017). News Feature: Is video game addiction really an addiction? Proccedings of the National Academy of Sciences of the United States of América – PNAS, 114(7), 4268-4272. doi: https://doi.org/10.1073/pnas.1705077114

Zeeleva, V., & Shubnikova, E. (2016). Prevention of Addictive Behavior Based on the Formation of Teenagers’ Resilience. Internatinal Journal of Environmental & Sciencie Education, 11(8). doi: 10.12973/ijese.2016.574a

Zorbaz, S. D., Ulas, O., & Kızıldağ, S. (2014). Relation between Video Game Addiction and Interfamily Relationships on Primary School Students. Educational Sciences: Theory & Practice, 15(2) 489 – 487. doi: 10.12738/estp.2015.2.2090

Published

2019-09-16

How to Cite

Holguin-Alvarez, J., & Andrade Paredes, P. (2019). Fortnite game-addictive behaviors: experimental evidence of relaxation exercises in schoolchildren. Drugs and Addictive Behavior, 4(2), 246–267. https://doi.org/10.21501/24631779.3369

Issue

Section

Artículos de Investigación