Critical thinking in environmental education through digital games among students
Vol 8, Issue 2, 2023, Article identifier:
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Abstract
Problematic video game playing (PVGP) in adolescents is associated with an array of mental and behavioral problems. Identifying the function of video game playing that are associated with poorer outcomes may provide a better understand of the problem so that adolescents can be helped to foster a healthier relationship with their devices. The aim of the present study is to assess whether sociodemographic factors, drug use, bullying victimization and perpetration, and mental health symptoms are associated with playing video games with the intent to alleviate problems among Brazilian eighth grade students. A cross-sectional survey nested in a cluster randomized controlled trial was used. The participants included 3939 eighth grade students who answered a self-report questionnaire anonymously. Weighted logistic regressions were used to investigate the associated factors. The results showed that 57% (CI = 55.85; 58.15) of these adolescents reported playing with an escapism function. Playing to forget or alleviate real life problems is associated with being male, using tobacco, bullying victimization and perpetration, healthy levels of prosocial behavior, and emotional symptoms; the strongest association was with emotional symptoms (OR = 1.98; 95% CI 1.73; 2.28). Playing video games as a form of escapism has been shown to be a relevant aspect for investigation among this population, as it is related to mental health symptomatology in adolescence. An understanding of these data through an experiential avoidance, within an acceptance and commitment perspective is suggested, since it may help broadening the understanding of the problems related to video game playing, its comorbidities and may have direct treatment implications.
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DOI: https://doi.org/10.54517/esp.v8i2.1725
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