The psychosocial effects of video games
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Keywords

videojuegos
efectos psicosociales
comunicación
adicción
agresividad video games
psycho-social effects
communication
addiction
aggression

How to Cite

Tejeiro Salguero , R., Pelegrina del Río , M., & Gómez Vallecillo , J. L. (2022). The psychosocial effects of video games. COMMUNICATION. International Journal of Audiovisual Communication, Advertising and Cultural Studies, 1(7), 235–250. https://doi.org/10.12795/comunicacion.2009.v01.i07.16
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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).

https://doi.org/10.12795/comunicacion.2009.v01.i07.16
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VIDEOJUEGOS CITADOS

Atari (1978): Atari Football. Atari

Sega/Kremlin (1979): Monaco GP. Sega

Taito (1978): Space Invaders. Taito/Midway

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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

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