Uso de videojuegos y estimación del tiempo¿existen diferencias en función del género?

  1. Cervigón Carrasco, Verónica 1
  2. García Montoliu, Carlos 1
  3. Ballester Arnal, Rafael 1
  4. Giménez García, Cristina 1
  5. Castro Calvo, Jesús 2
  1. 1 Dpto. de Psicología Básica, Clínica y Psicobiología Universitat Jaume I de Castellón
  2. 2 Dpto. de Personalidad, Evaluación y Tratamientos Psicológicos Universitat de València
Revue:
International Journal of Developmental and Educational Psychology: INFAD. Revista de Psicología

ISSN: 0214-9877

Année de publication: 2022

Titre de la publication: El mundo al Encuentro. Una reflexión sobre la Educación

Volumen: 1

Número: 1

Pages: 399-406

Type: Article

DOI: 10.17060/IJODAEP.2022.N1.V1.2396 DIALNET GOOGLE SCHOLAR lock_openAccès ouvert editor

D'autres publications dans: International Journal of Developmental and Educational Psychology: INFAD. Revista de Psicología

Résumé

Time perception, and more specifically, the estimation of its duration could be altered in behavioral addictions. It is what would happen, for example, in gaming addiction. Among other factors, time estimation distortion could be due to the degree of enjoyment triggered by these contents. Most studies have focused almost exclusively on men, and women and the possible differential effect of gender on this phenomenon have been neglected. Thus, the purpose of the present study was to explore whether there are gender differences in time estimation during videogames exposure and enjoyment of these contents. For this aim, 193 people (54,4% women), whose age oscillates between 18 and 48 years, performed an experimental task consisting of videogames exposure in 4 conditions (60, 90, 120 and 150 seconds). Following to each exposure, participants tried to estimate its duration (in seconds) and reported the enjoyment experience with contents (between 0-10). Both genders overestimated the real duration of videogame exposure in all 4-time conditions. However, gender differences were observed for the 60-seconds condition (t= -1.10; p= .016) and for the mean estimation of all 4 conditions (t= - .741; p= .045); women, in all cases, tended to overestimate more the duration. Regarding enjoyment, men considered all contents more satisfactory, with significant differences for the 90 (t=5.56; p= .030), 120 (t=4.05; p=.037), and 150 seconds. (t=7.13; p=.039). Both men and women tended to overestimate time during videogames exposure, being this phenomenon more pronounced in women. Likewise, women also enjoyed the contents much less. This would explain why the risk ofaddiction islesscommon in women; they would perceivethat they havespent moretime gaming and would feel less attraction to its content.

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