O tempo de uso dos videogames no rendimento acadêmico dos adolescentes

Palavras chave

Videogames, rendimento acadêmico, gamers, ensino médio, adolescentes, pesquisa, TICs, lazer tecnológico

Resumo

O uso de videogames entre jovens tem gerado grandes preocupações por seus possíveis efeitos negativos sobre a saúde, a socialização e o rendimento acadêmico. Em relação a esse último aspecto, existem estudos que apontam que os videogames são negativos para o desempenho acadêmico, enquanto outras pesquisas mostram efeitos positivos. Assim sendo, o presente trabalho trata das relações entre o tempo de uso de videogames e o desempenho acadêmico dos estudantes adolescentes da comunidade de Valência, Espanha. Utilizou-se um questionário ad hoc, validado por um painel de especialistas (validade e confiabilidade de 0,8) para a realização deste estudo transversal ex post facto. Foi desenhada uma amostra representativa estratificada e proporcional à população estudantil do ESO (ensino médio obrigatório) da referida comunidade autônoma onde 1.502 questionários foram coletados. Os adolescentes passam em média 47,23 minutos por dia jogando videogame, menos durante a semana do que no fim de semana. Aqueles que passam mais tempo jogando videogames durante a semana reprovam em mais disciplinas e aqueles que passam mais tempo nos fins de semana têm melhores notas. Além disso, gamers assíduos, moderados e muitos gamers casuais têm um bom desempenho acadêmico, enquanto o oposto é verdadeiro para gamers intensivos. Como muitos gamers ocasionais têm um bom desempenho, passar um tempo moderado jogando videogames não parece afetar o desempenho acadêmico.

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Technical information

Recebido: 21-01-2020

Revisado: 10-03-2020

Aceite: 28-04-2020

Pré-impressão: 15-06-2020

Data de publicação: 01-10-2020

Tempo de revisão do artigo: 49 dias | Tempo médio de revisão do número 65: 36 dias

Tempo de aceitação do artigo: 97 dias | Tempo médio de aceitação do número 65: 78 dias

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Gómez-Gonzalvo, F., Devís-Devís, J., & Molina-Alventosa, P. (2020). Video game usage time in adolescents’ academic performance. [El tiempo de uso de los videojuegos en el rendimiento académico de los adolescentes]. Comunicar, 65, 89-99. https://doi.org/10.3916/C65-2020-08

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