Problematic use of video games and coping flexibility in ecuadorian adolescents
DOI:
https://doi.org/10.21134/haaj.v23i1.748Keywords:
Video game addiction, Coping, AdolescentsAbstract
Currently the use of video games has increased due to the COVID-19 pandemic, for this reason it is important that adolescents, the age group most likely to play video games, are able to assess the situation they face and thus be able to identify appropriate strategies to cope with adversity, which would act as a protective factor against possible addiction. The purpose of this study was to evaluate the relationship between problematic video game use and coping flexibility in Ecuadorian adolescents. This research was non-experimental, cross-sectional and correlational. The sample was intentional and consisted of 330 adolescents. An ad hoc sociodemographic questionnaire was used, while the Internet video game addiction scale (IGD-20) was applied to measure the video game use variable, and the coping flexibility scale (CFS-10) was applied to coping. The results show that there is a moderate use of video games with a mean of 48.18 (SD= 14.72) and a coping of 17.29 (SD= 5.67) considered medium. A negative and statistically significant relationship was found between the use of video games with flexibility (r= -0.21) and with gender (r=-0.22). The research shows that the greater the flexibility of coping, the less use of video games, while being male is associated with greater addiction.
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