Uso de internet y videojuegos: personalidad y rendimiento cognitivo

Tesis doctoral

Resumen

The overall objective of this thesis by publications was to provide empirical evidence for understanding of Internet use and video games based on the analysis of personality and cognitive performance. To respond to the aim initially adapted to the Colombian population the Internet Addiction Test IAT (Young, 1998). Then the sociodemographic characteristics of Internet use habits and personality to relate to the problematic use were identified. Finally the influence of passion, impulsivity and cognitive performance was examined in gamers. Adaptation was performed in Colombia IAT pencil and paper application to a first sample of 595 university students from 16-34 years of age. Then applied to online IAT a second sample of 1117 participants from the general community of 14 to 67 years old. Sociodemographic questionnaire data and Internet usage habits was administered. To a third sample of 630 gamers including 300 Colombians and 330 Spaniards aged 16 to 31 years old were administered the Passion Scale (Vallerand et al., 2003), inventory of impulsivity (Dickman, 1990) and the evaluation questionnaire Differential Aptitude EFAI (Santamaría et al., 2005). According to the results, the study concludes: a) the IAT is a valid and reliable instrument suitable for clinical evaluation and screening of problematic Internet use b) the Colombian and Spanish college students spend the same number of hours to use Internet however, use different platforms and instead preferred game; c) the problematic Internet use was related to information and leisure activities such as social network Facebook, email and pages of adult content; d) use problematic Internet is more common in men with neuroticism, low agreeableness and low responsiveness. Being female and having high responsibility is a protective factor; e) video games are a highly passionate activity that takes time; f) functional impulsivity is most evident in the players of Massively Multiplayer Online Role Playing MMORPG; g) MMORPG players are older and see their style of play as intensive; h) action gamers and sport are more dysfunctional impulsivity and are younger; i) all gamers have more spatial ability, abstract reasoning, verbal ability and general intelligence than non-players and j) MMORPG players have more skills in spatial ability and verbal reasoning numerical players of action, sport and minigames
Fecha de adjudicación24 may 2014
Idioma originalEspañol (Colombia)
Institución adjudicataria
  • Universitat Ramon Llull
PatrocinadoresUniversidad de Ibagué
SupervisorXavier Carbonell (Supervisor)

Palabras clave

  • Internet
  • Videogame
  • Cognitive performance
  • Personality

Citar esto

Uso de internet y videojuegos: personalidad y rendimiento cognitivo
Puerta Cortés, D. X. (Autor). 24 may 2014

Tesis doctoral