TY - JOUR
T1 - El cuestionario de experiencias relacionadas con los videojuegos (CERV)
T2 - Un instrumento para detectar el uso problemático de videojuegos en adolescentes españoles
AU - Chamarro, Andres
AU - Carbonell, Xavier
AU - Manresa, Josep Maria
AU - Munoz-Miralles, Raquel
AU - Ortega-Gonzalez, Raquel
AU - Rosa Lopez-Morron, M.
AU - Batalla-Martinez, Carme
AU - Toran-Monserrat, Pere
N1 - Publisher Copyright:
© 2014 Edita Socidrogalcohol. All rights reserved.
PY - 2014
Y1 - 2014
N2 - The aim of this study is to validate the Video Game-Related Experiences Questionnaire (CERV in Spanish). The questionnaire consists of 17 items, developed from the CERI (Internet-Related Experiences Questionnaire - Beranuy and cols.), and assesses the problematic use of non-massive video games. It was validated for adolescents in Compulsory Secondary Education. To validate the questionnaire, a confirmatory factor analysis (CFA) and an internal consistency analysis were carried out. The factor structure shows two factors: (a) Psychological dependence and use for evasion; and (b) Negative consequences of using video games. Two cut-off points were established for people with no problems in their use of video games (NP), with potential problems in their use of video games (PP), and with serious problems in their use of video games (SP). Results show that there is higher prevalence among males and that problematic use decreases with age. The CERV seems to be a good instrument for the screening of adolescents with difficulties deriving from video game use. Further research should relate problematic video game use with difficulties in other life domains, such as the academic field.
AB - The aim of this study is to validate the Video Game-Related Experiences Questionnaire (CERV in Spanish). The questionnaire consists of 17 items, developed from the CERI (Internet-Related Experiences Questionnaire - Beranuy and cols.), and assesses the problematic use of non-massive video games. It was validated for adolescents in Compulsory Secondary Education. To validate the questionnaire, a confirmatory factor analysis (CFA) and an internal consistency analysis were carried out. The factor structure shows two factors: (a) Psychological dependence and use for evasion; and (b) Negative consequences of using video games. Two cut-off points were established for people with no problems in their use of video games (NP), with potential problems in their use of video games (PP), and with serious problems in their use of video games (SP). Results show that there is higher prevalence among males and that problematic use decreases with age. The CERV seems to be a good instrument for the screening of adolescents with difficulties deriving from video game use. Further research should relate problematic video game use with difficulties in other life domains, such as the academic field.
KW - Computer games
KW - Internet gaming disorder
KW - Questionnaires
KW - Validation studies
KW - Video game addiction
KW - Video games
UR - http://www.scopus.com/inward/record.url?scp=84920094671&partnerID=8YFLogxK
U2 - 10.20882/adicciones.31
DO - 10.20882/adicciones.31
M3 - Artículo
C2 - 25578001
AN - SCOPUS:84920094671
SN - 0214-4840
VL - 26
SP - 303
EP - 311
JO - Adicciones
JF - Adicciones
IS - 4
ER -