Cognitive profiles and problematic videogames use in Argentine adolescents
The objective of the research was to compare the cognitive profiles of adolescents with problematic and non-problematic use of the League of Legends videogame. The sampling was intentional and non-probabilistic, consisting of 35 adolescents, aged 14 to 18. Of the sample, 19 of them made non-problema...
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| Formato: | Artículo revista |
| Lenguaje: | Español |
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Instituto de Investigaciones Psicológicas
2025
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| Acceso en línea: | https://revistas.unc.edu.ar/index.php/racc/article/view/44001 |
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I10-R363-article-440012025-12-30T23:01:25Z Cognitive profiles and problematic videogames use in Argentine adolescents Perfiles cognitivos y uso problemático de videojuegos en adolescentes argentinos Reyes, María Camila Iglesia, María Fabiola Resett, Santiago Moscardi, Ramiro Reyes, María Camila Iglesia, María Fabiola Resett, Santiago Moscardi, Ramiro Perfiles cognitivos videojuegos problemático adolescentes Cognitive profiles video games problematic adolescents The objective of the research was to compare the cognitive profiles of adolescents with problematic and non-problematic use of the League of Legends videogame. The sampling was intentional and non-probabilistic, consisting of 35 adolescents, aged 14 to 18. Of the sample, 19 of them made non-problematic use of the video game and 16 made problematic use. The Videogame Addiction Scale for Adolescents (GASA) was used to divide the sample into groups, the d2 Attention Test, the WISC-IV Working Memory Index, the Tower of London test, the Stroop Test and a computerized version of the Wisconsin Card Sorting Test to develop the cognitive profile of each group. The results indicated that there were significant differences in the measure of inhibitory control and a tendency to obtain better performances in cognitive tests by players with non-problematic use. La investigación tuvo como objetivo comparar los perfiles cognitivos de adolescentes con uso problemático y no problemático del videojuego League of Legends. El muestreo fue intencional y no probabilístico, constituido por 35 adolescentes, de 14 a 18 años. De la muestra, 19 de ellos realizaban un uso no problemático del videojuego y 16 un uso problemático. Se utilizó la Escala de Adicción a Videojuegos para Adolescentes (GASA) para dividir la muestra en grupos, la prueba de Atención d2, el índice de Memoria de Trabajo de WISC-IV, la prueba Torre de Londres, el Test Stroop y una versión computarizada del Test de clasificación de las tarjetas de Wisconsin para elaborar el perfil cognitivo de cada grupo. Los resultados indican que hubo diferencias significativas en la medida de control inhibitorio y una tendencia a obtener mejores desempeños en las pruebas cognitivas por parte de los jugadores con uso no problemático. Instituto de Investigaciones Psicológicas 2025-12-30 info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion application/pdf https://revistas.unc.edu.ar/index.php/racc/article/view/44001 10.32348/1852.4206.v17.n3.44001 Argentinean Journal of Behavioral Sciences; Vol. 17 No. 3 (2025): Revista Argentina de Ciencias del Comportamiento ; 76-89 Revista Argentina de Ciencias del Comportamiento; Vol. 17 Núm. 3 (2025): Revista Argentina de Ciencias del Comportamiento ; 76-89 1852-4206 10.32348/1852.4206.v17.n3 spa https://revistas.unc.edu.ar/index.php/racc/article/view/44001/52005 Derechos de autor 2025 María Camila Reyes, María Fabiola Iglesia, Santiago Resett, Ramiro Moscardi https://creativecommons.org/licenses/by/4.0 |
| institution |
Universidad Nacional de Córdoba |
| institution_str |
I-10 |
| repository_str |
R-363 |
| container_title_str |
Revista Argentina de Ciencias del Comportamiento |
| language |
Español |
| format |
Artículo revista |
| topic |
Perfiles cognitivos videojuegos problemático adolescentes Cognitive profiles video games problematic adolescents |
| spellingShingle |
Perfiles cognitivos videojuegos problemático adolescentes Cognitive profiles video games problematic adolescents Reyes, María Camila Iglesia, María Fabiola Resett, Santiago Moscardi, Ramiro Reyes, María Camila Iglesia, María Fabiola Resett, Santiago Moscardi, Ramiro Cognitive profiles and problematic videogames use in Argentine adolescents |
| topic_facet |
Perfiles cognitivos videojuegos problemático adolescentes Cognitive profiles video games problematic adolescents |
| author |
Reyes, María Camila Iglesia, María Fabiola Resett, Santiago Moscardi, Ramiro Reyes, María Camila Iglesia, María Fabiola Resett, Santiago Moscardi, Ramiro |
| author_facet |
Reyes, María Camila Iglesia, María Fabiola Resett, Santiago Moscardi, Ramiro Reyes, María Camila Iglesia, María Fabiola Resett, Santiago Moscardi, Ramiro |
| author_sort |
Reyes, María Camila |
| title |
Cognitive profiles and problematic videogames use in Argentine adolescents |
| title_short |
Cognitive profiles and problematic videogames use in Argentine adolescents |
| title_full |
Cognitive profiles and problematic videogames use in Argentine adolescents |
| title_fullStr |
Cognitive profiles and problematic videogames use in Argentine adolescents |
| title_full_unstemmed |
Cognitive profiles and problematic videogames use in Argentine adolescents |
| title_sort |
cognitive profiles and problematic videogames use in argentine adolescents |
| description |
The objective of the research was to compare the cognitive profiles of adolescents with problematic and non-problematic use of the League of Legends videogame. The sampling was intentional and non-probabilistic, consisting of 35 adolescents, aged 14 to 18. Of the sample, 19 of them made non-problematic use of the video game and 16 made problematic use. The Videogame Addiction Scale for Adolescents (GASA) was used to divide the sample into groups, the d2 Attention Test, the WISC-IV Working Memory Index, the Tower of London test, the Stroop Test and a computerized version of the Wisconsin Card Sorting Test to develop the cognitive profile of each group. The results indicated that there were significant differences in the measure of inhibitory control and a tendency to obtain better performances in cognitive tests by players with non-problematic use. |
| publisher |
Instituto de Investigaciones Psicológicas |
| publishDate |
2025 |
| url |
https://revistas.unc.edu.ar/index.php/racc/article/view/44001 |
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