By Percy L. Álvarez Cabrera, Marcelo Andrés Carlos Ríos, Yibran Urtubia Medina and Juan Pablo Lagos Lazcano.
Abstract
The present study aims to describe Problematic Use of Videogames, Emotional Intelligence, and Impulsivity in the sample. The sample consisted of 258 participants, of whom 77,9% were men and 22.1% were women and 40,7% them were from the north zone, other 51,2% were from the center zone and the last 8,1% were form the south zone. The instrument used were the IGD-20, the TMMS-4 and the Barrat’s impulsivity scale (Al 1) The design of the present research is of quantitative cohort and ex post facto retrospective scope. The results showed that Problematic Use of Videogames was related with Emotional Clarity Emotional Repair, Impulsivity, hours to play a day, hours to play a week and money used in micro transactions. Also, Emotional Clarity, Impulsivity and hour to play a week explained Problematic Use of Videogames, so intervening Emotional intelligence and impulsivity should reduce and/or Prevent Problematic use of videogames.
Keywords: Problematic Use of Videogames, Emotional Intelligence, Impulsivity y Micro transactions.
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