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Videogames Addiction in
Eighth-Grade Students
Erick Julián Mora Gordo
Ejulis2141@gmail.com
Languages Department,
Dulce Corazón de María.
Villa de Leyva, Boyacá
Abstract
This scientific article shows a summary of the video game
addiction project, it will also reveal the type of research
carried out by the project, which is mixed and the research
approach that belongs to the sequential explanatory, the
technique and all the instruments. which were used as surveys
and interviews. The results obtained throughout the
investigation on addiction to video games and its
consequences that these academically bring will be shown.
Key Words: Addiction, Video game Addiction,
Consequences.
Resumen
En este artículo científico se muestra un resumen del proyecto
de la adicción a los videojuegos, también se dará a conocer el
tipo de investigación que llevo el proyecto que es mixto y el Five workshops were applied to eighth grade students, the
enfoque de investigación que pertenece al explicativo first two workshops were surveys, the first survey with the
secuencial, la técnica y todos los instrumentos que se objective of knowing the behavior of eighth grade students in
utilizaron como encuestas y entrevistas. Se mostraran los this quarantine, to know their emotions before and after
resultados obtenidos a lo largo de la investigación sobre la playing, the second survey with the objective of students to
adicción a los videos juegos y sus consecuencias que traen understand the advantages and disadvantages of video games
estos académicamente. and much more now in these times that is the main
Palabras clave: Adicción; Adición a videojuegos; distraction of young people. In the third workshop, they were
Consecuencias asked to reflect on two videos with the aim of showing
. students that video game addiction and bad behavior happen
Introduction every day with many young people and that making good use
of video games in this quarantine we can lead a healthy life.
The purpose of the project was to identify if there was an The fourth activity consisted of conducting a conversation
addiction in the students and teach them the damage that with the students in order to find out they had or have
these can bring if they are used improperly since this is a great suffered some problems of video game addiction such as
problem throughout the world and very frequent in Colombia anger, irritability, etc. And the fifth workshop was to play with
because it ranks 37 among the countries that consume the the Among us students in order to see how they behaved in
most video games. Experts point out that adolescents and front of the game, if there were positive or negative reactions.
young people who interact with video games often have
problems and conflicts that verify their health, their social Results
life, their academic performance, among others. An attempt
was also made to identify the behavior of students while Below you can see the results obtained thanks to the surveys
playing video games, the emotions they have before and after and interviews applied to the students:
playing and how long they played before and after quarantine.
Materials and Methods
The project had a mixed-method approach accompanied by a
type of sequential explanatory research that is characterized
in that in the first stage all the data is collected and the
quantitative part is analyzed followed by another stage in
which it consists of collecting and analyzing the qualitative
data. The project was carried out in the city of Villa de Leyva,
Boyacá, Villa de Leyva is recognized for gastronomy,
agriculture and tourism. For this, the eighth grade group of
the Duce Corazón de María School was chosen, which has 17
students who were chosen to 6 to carry out the surveys and
interviews
The technique used in the project is observation, which Thanks to all the activities carried out, it was possible to
consists of observing the type of phenomenon that is being demonstrate that a certain part of the students like to play
investigated, taking information and recording it for later action video games since it draws their attention or has some
analysis. The instruments used in this project were influence that leads them to play action video games.
interviews, surveys and the field diary. 28