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dc.contributor.authorOceja, Jorge 
dc.contributor.authorVillanueva-Blasco, Víctor J.
dc.contributor.authorVázquez-Martínez, Andrea
dc.contributor.authorVillanueva-Silvestre, Verónica
dc.contributor.authorAl-Halabí, Susana
dc.contributor.otherUniversidad de Cantabriaes_ES
dc.date.accessioned2023-04-12T10:30:19Z
dc.date.available2023-04-12T10:30:19Z
dc.date.issued2023-01-12
dc.identifier.issn2071-1050
dc.identifier.urihttps://hdl.handle.net/10902/28516
dc.description.abstractThis is a systematic review of the impact of COVID-19 confinement on problematic video game use and addiction. The research questions were: (1) What instruments were used to measure problematic gaming and video game addiction in the context of COVID-19; (2) how many studies made comparisons with analogous samples measured at two timepoints (pre-confinement and confinement); and (3) what were the results of these studies in terms of a possible increase of problematic gaming and video game addiction during confinement. The review followed the PRISMA model and usedWeb of Science and Scopus. Following an initial identification of 99 articles, inclusion and exclusion criteria were applied leaving 31 articles in response to the first two research questions and 6 articles for the third. The results show that a wide variety of instruments were used, with IGDS9-SF and IGD-20 being the most common. A high number of non-validated ad hoc instruments were used. Only six (22.58%) of the 31 studies examined compared pre-confinement measures with measures during confinement. Those studies were inconclusive about the negative impact of confinement on the variables mentioned, with some studies noting an increase in problematic behaviors (n = 4) and others not confirming that (n = 2). The conclusion is a need for more scientific evidence based on validated instruments, consolidation of the concepts related to problematic gaming, and consideration of other theories such as the active user to produce more robust, transferrable findings.es_ES
dc.format.extent13 p.es_ES
dc.language.isoenges_ES
dc.publisherMDPIes_ES
dc.rightsAttribution 4.0 International © 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.es_ES
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/*
dc.sourceSustainability, 2023, 15, 1456es_ES
dc.subject.otherCOVID-19es_ES
dc.subject.otherGaming disorderes_ES
dc.subject.otherInternet gaming disorderes_ES
dc.subject.otherVideo gameses_ES
dc.subject.otherConfinementes_ES
dc.titleKeep Playing or Restart? Questions about the Evaluation of Video Game Addiction froma Systematic Review in the Context of COVID-19es_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.rights.accessRightsopenAccesses_ES
dc.identifier.DOI10.3390/su15021456
dc.type.versionpublishedVersiones_ES


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Attribution 4.0 International © 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.Excepto si se señala otra cosa, la licencia del ítem se describe como Attribution 4.0 International © 2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.