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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Autores principales: Reyes, María Camila, Iglesia, María Fabiola, Resett, Santiago, Moscardi, Ramiro
Formato: Artículo revista
Lenguaje:Español
Publicado: 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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spelling 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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