Abstract
The possible positive or negative psycho-social effects of the video games have been subjected to polemics since they appeared back in the 1970s. Most of the arguments in one or the other direction have been supported more in personal opinions and prejudices than in research data. This article reviews the state of the art with regards to these arguments, both negative (addiction, aggression, social isolation, school performance, displacement of other activities, criminal or antisocial behaviour, pathological gambling, use of substances, medical conditions) and positive (training and improvement of skills, therapeutic uses, use as didactic tools).
References
ANDERSON, Craig A. (1997): “Effects of Violent Movies and Trait Hostility on Hostile Feelings and Aggresive Thoughts”, en Aggresive Behavior, nº 23, pp.161-178.
ANDERSON, Craig A., SAKAMOTO, Akira, GENTILE, Douglas A., IHORI, Nobuko, SHIBUYA, Akiko, YUKAWA, Shintaro, NAITO, Mayumi
y KOBAYASHI, Kumiko (2008): “Longitudinal effects of violent video games on aggression in Japan and the United States”, en Pediatrics, nº 122 (5), pp.1067-1072.
ANDERSON, Craig A., GENTILE, Douglas A. y BUCKLEY Katherine E. (2007): Violent Video Game Effects on Children and Adolescents. Theory, Research, and Public Policy. Nueva York, Oxford University Press.
BALLARD, Mary, GRAY, Melissa, REILLY, Jenny y NOGGLE, Matthew (2009): “Correlates of video game screen time among males: body mass, physical activity, and other media use”, en Eating Behaviors, nº 10 (3), pp. 161-167.
BANDURA, Albert (1969): Principles of behavior modification. Englewood Cliffs, NJ, Prentice-Hall.
BANDURA, Albert (1986): Social Foundations of Thought and Action: A Social Cognitive Theory. Englewood Cliffs, NJ, Prentice-Hall.
BARLETT, Christopher, BRANCH, Omar, RODEHEFFER, Christopher y HARRIS, Richard (2009): “How long do the short-term violent video game effects last?”, en Aggressive Behavior, nº 35 (3), pp.225-236.
BASAK, Chandramallika, BOOT, Walter R., VOSS, Michelle W. y KRAMER, Arthur F. (2008): “Can training in a real-time strategy video game attenuate cognitive decline in older adults?”, en Psychology and Aging, nº 23 (4), pp.765-777.
BERKOWITZ, Leonard (1969): Roots of Aggression. Nueva York, Atherton.
BERMEJO, Blas y CABERO, Julio (1998): “Familia y medios de comunicación. Medios de comunicación y familia”. Disponible en Internet (18.11.2000): http://tecnologiaedu.us.es/revistaslibros/FAMILIA.htm
BROWN, Randall I.F. (1989): “Gaming, gambling, risk taking, addictions and a developmental model of a pathology of man-machine relationships”. En J. KLABBERG, D. CROOWALL, H. DE JONG y W. SCHEPER (Eds.) Simulation Gaming. Oxford: Pergamon Press, p. 368.
Confederación Estatal de Consumidores y Usuarios (1994): La influencia de los videojuegos en los niños. Sevilla: Instituto Nacional del Consumo.
DE LISI, Richard y WOLFORD, Jenifer L. (2003): “Improving children’s mental rotation accuracy with computer game playing”, en The Journal of Genetic Psychology, nº 163 (3), pp. 272-282.
DELFABBRO, Paul, KING, Daniel, LAMBOS, Chrisi y PUGLIES, Stan (2009): “Is video-game playing a risk factor for pathological gambling in Australian adolescents?”, en Journal of Gambling Studies, nº25 (3), pp. 391-405.
DORMAN, Steve M. (1997): “Video and computer games: Impact on children and implications for health education”, en Journal of School Health, nº 67 (4), pp.133-138.
FERGUSON, Christopher J. (2008): “The school shooting/violent video game link: causal relationship or moral panic?”, en Journal of Investigative Psychology and Offender Profiling, nº 5 (1-2), pp. 25-37.
FERRIE, Colin D., DE MARCO, Pasquale, GRUNËWALD, Richard A., GIANNAKODIMOS, Stelios E. y PANAYIOTOPOULOS, Chrysostomos P.
(1994): “Video game induced seizures”, en Journal of Neurology, Neurosurgery and Psychiatry, nº 57 (8), pp. 925-931.
FESCHBACH, Seymour y SINGER, Robert B. (1971): Television and aggression: An experimental field study. San Francisco, CA, Jossey-Bass.
FISCHER, Peter, GREITEMEYER, Tobias, MORTON, Thomas, KASTENMÜLLER,
Andreas, POSTMES, Tom, FREY, Dieter, KUBITZKI, Jörg y ODENWÄLDER
Jörg (2009): “The racing-game effect: why do video racing games increase risktaking inclinations?”, en Personality and Social Psychology Bulletin, nº 35
(10), pp. 1395-1409.
FISHER, Sue E. (1995): “The amusement arcade as a social space for adolescents: an empirical study”, en Journal of Adolescence, nº 18, pp. 71-86.
GREEN, C. Shawn y BAVELIER, Daphne (2003): “Action video game modifies visual selective attention”, en Nature, nº 423, pp. 534-537.
HASTINGS, Erin C., KARAS, Tamara L., WINSLER, Adam, WAY, Erin, MADIGAN, Amy, y TYLER, Shannon (2009): “Young children's video/computer game use: relations with school performance and behavior”, en Issues in Mental Health Nursing, nº Octubre (10), pp. 638-649.
KASTELEIJN-NOLST TRENITE, Dorothée G. (1994): “Video-game epilepsy”, en The Lancet, nº 344 (8930), pp. 1102-1103.
LAZO, Carmen Marta, y GABELAS BARROSO, José A. (2008). “La television: epicentro de la convergencia entre pantallas”. En Enl@ce: Revista Venezolana de Información, Tecnología y Conocimiento, nº 5 (1), pp. 11-23.
MEINEL, Carolyn (1983): “Will Pac-Man consume our nation's youth?”, en Technology Review, nº de mayo / junio, pp. 10, 11, 28.
Ministerio de Sanidad y Consumo (1999, 13 Abril): Nota de Prensa. Disponible en Internet (21.03.2000): http://www.msc.es/notas/1999-04-13-1.htm
MUTZ, Diana C., ROBERTS, Donald F. y VAN VUUREN, Daniel P. (1993): “Reconsidering the Displacement Hypothesis. Television's Influence on Children's Time Use”, en Communication Research, nº 20 (1), pp. 51-75.
PANELAS, Tom (1983): “Adolescents and Video Games: Consumption of Leisure and the Social Construction of the Peer Group”, en Youth and Society, nº 15 (1), pp.51-65.
ROBERTS, Donald F., HENRIKSEN, Lisa, VOELKER, David H. y VAN VURREN, Daniel P. (1993): “Television and schooling: Displacement and distraction hypotheses”, en Australian Journal of Education, nº 37 (2), pp. 198-211.
SCHUTTE, Nicola S., MALOUFF, John M., POST-GORDEN, Joan C. y RODASTA, Anette L. (1988): “Effects of Playing Videogames on Children's Aggressive and Other Behaviours”, en Journal of Applied Social Psychology, nº 18 (5), pp.454-460.
Servicio de Juventud del Ayuntamiento de Zaragoza (1999): Salud mental y emocional de los jóvenes. Disponible en Internet (08.01.2000): http://www.cipaj.org./doment.htm
TEJEIRO, Ricardo (2002): “¿Fomentan los videojuegos el aislamiento social?”, en Euphoros, nº 5, pp. 231-239.
TEJEIRO, Ricardo y BERSABÉ, Rosa M. (2002): “Identifying video game pathological playing in adolescents”, en Addiction, nº 97 (2), pp. 1601-1606.
TEJEIRO, Ricardo y PELEGRINA, Manuel (2003). Los videojuegos: qué son y cómo nos afectan. Barcelona, Ariel.
TEJEIRO, Ricardo y PELEGRINA, Manuel (2008): La psicología de los videojuegos. Un modelo de investigación. Archidona, Aljibe.
TRICK, Lana M., JASPERS-FAYER, Fem, y SETHI, Lana M. (2005): “Multiple-object tracking in children: The Catch the Spies task”, en Cognitive Development, nº 20 (3), pp. 373-387.
VIDEOJUEGOS CITADOS
Atari (1978): Atari Football. Atari
Sega/Kremlin (1979): Monaco GP. Sega
Taito (1978): Space Invaders. Taito/Midway
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Copyright (c) 2009 Ricardo Tejeiro Salguero, Manuel Pelegrina del Río , Jorge Luis Gómez Vallecillo