Ciberacoso, uso problemático de los videojuegos y conductas psicopatológicas en estudiantes de Educación Secundaria Obligatoria en la Región de Murcia
- Contreras Piqueras, Ángel Enrique
- Cecilia Ruiz Esteban Director/a
- Inmaculada Méndez Mateo Director/a
Universidad de defensa: Universidad de Murcia
Fecha de defensa: 17 de junio de 2024
- Francisco Manuel Morales Rodríguez Presidente/a
- Juan Pedro Martínez Ramón Secretario/a
- Beatriz Delgado Domenech Vocal
Tipo: Tesis
Resumen
The doctoral thesis entitled "Cyberbullying, problematic use of video games and psychopathological behaviors in students of Compulsory Secondary Education in the Region of Murcia" has as general objective: "To analyze the sociodemographic characteristics, the problematic use of video games and psychopathological behaviors among the roles of those directly involved in cyberbullying (victims, aggressors, observers and aggressive victims)". The study was carried out through a cross-sectional design by collecting data using convenience sampling. Previously it was essential to request the relevant authorization from the Research Ethics Committee of the University of Murcia (ID: 3764/2022). The study participants were 280 adolescents between 12 and 17 years of age, 61.8% of whom were female and 38.2% male, who were studying at the Compulsory Secondary Education level and residing in the Region of Murcia (Spain) . The following instruments were used to carry out the study: Sociodemographic Questionnaire (allowed the assessment of various academic, family and sociodemographic variables), Video Game Related Experiences Questionnaire -CERV- (measures the negative consequences of video game use and avoidance), Video Game Addiction Scale for Adolescents -GASA- (measures addiction or problematic use of video games), Cyberbullying Test. Screening of Peer Bullying (allows analysis of variables related to cyberbullying) and the Clinical Analysis Questionnaire -CAQ - (evaluates psychopathological personality traits or behaviors). For the statistical analysis, through the statistical program SPSS Statistics 28, descriptive analyses of the sociodemographic variables of the participants were used at first, and secondly, according to the objectives set, it was necessary to perform a hierarchical regression analysis, using the "enter" method, in order to predict the power of the independent variables (sociodemographic characteristics, problematic use of video games and psychopathological behaviors) as a function of the dependent variables (aggressor in cyberbullying, victim of cyberbullying, spectator in cyberbullying and aggressive victim in cyberbullying). Psychopathological behaviors related to cyberbullying varied according to the profile. In the victim, psychopathic deviance, schizophrenia and psychasthenia predominated; in the aggressor, agitation and schizophrenia; in the aggressive victim, agitation, psychopathic deviance, psychasthenia and schizophrenia; and in the observer, hypochondriasis and psychasthenia. Although the sociodemographic variables of gender and age were controlled in the study, it should be noted that they were not significant in the aggressor in cyberbullying, in the victim in cyberbullying or in the aggressive victim in cyberbullying. This is an indicator that psychopathological behaviors, the problematic use of video games and their relationship in cyberbullying are indifferent both in terms of age and gender, i.e., both boys and girls are involved in the various roles of cyberbullying. It is worth mentioning that in none of the roles of those involved in cyberbullying did problematic video game use show significant differences, so that mere exposure to violent video games does not significantly influence bullying behaviors. Generally speaking, it should be noted that most of the participants in the study do not present problems; however, a group of them are directly involved in cyberbullying roles, which can generate psychological symptoms and/or behavioral alterations. The conclusions reached provide knowledge about cyberbullying, the misuse of video games and psychopathological behaviors, which will allow the educational administration, teachers, family members and other agents of the educational community to act together and develop programs to prevent and deal with cyberbullying in all its dimensions.