Psychometric Properties of the Video Game Experiences Questionnaire (CERV), Problematic Use of Video Games and the Link with the Use of Mobile Devices in Mexican Children DOI Open Access
Rocío Martínez-Hernández, Jorge Zamarripa, Georgina Mayela Núñez‐Rocha

et al.

International Journal of Environmental Research and Public Health, Journal Year: 2025, Volume and Issue: 22(4), P. 476 - 476

Published: March 23, 2025

When the use of video games is inappropriate in terms time and content, it becomes a health risk. The objective present study was to analyze psychometric properties Video-Game-Related Experience Questionnaire (CERV), determine its problematic know link between mobile devices (MD) Mexican children. Methods. followed an instrumental comparative design, with n = 519 Of these, 61.5% were from Jalisco, 38.5% Nuevo Leon. sample consisted 50.1% girls, 39.7% 33.7 sixth fifth grade primary school, respectively. mean age participants 10.50 ± 0.94 years, ages ranging 9 13 years. In addition, 86.7% children had access DM, 45.3% who DM used play, 59.0% exceeded recommended usage more than two hours. used. For factorial structure, confirmatory factor analysis conducted using Diagonal Weighted Least Squares (DWLS) estimation method. goodness-of-fit indices as follows: chi-square value over degrees freedom (X2/gl), CFI, NNFI, RMSEA. Results. shown X2/gl 1.16; RMSEA 0.018; SRMR 0.048; CFI 0.99; TLI NNFI 0.99. Acceptable reliability found both Cronbach’s alpha McDonald’s omega greater 0.80. Furthermore, 41.6% potential or severe problems game use, (DMs) significantly associated (p < 0.001) problems. Conclusion. It suggested that educational programs be implemented regarding consequences excessive DMs, importance restrictive per se for parents.

Language: Английский

Playing for a Healthy Life: Integrating Mobile Exergames in Physical Education DOI Creative Commons
Pablo Sotoca Orgaz, Marta Arévalo Baeza, José A. Navia

et al.

Behavioral Sciences, Journal Year: 2025, Volume and Issue: 15(2), P. 229 - 229

Published: Feb. 18, 2025

This study aimed to promote a coherent pedagogical framework for integrating mobile exergames into physical education (PE) as strategy reduce sedentary behavior. The intervention was grounded in the game-based learning methodology, assessing impact of exergame practice on and mental well-being prospective PE teachers. Borg Rating Perceived Exertion (RPE) scale effort were used evaluate perceived exertion across various mini-games, measuring intensity, motor engagement, with participation from 130 undergraduate students Physical Activity Sport Sciences. Additionally, motivational aspects Active Arcade v3.11 video game analyzed support its future integration secondary classes. Participants reported high levels engagement throughout program, accompanied by moderate intensity. They also emphasized user-friendly nature these augmented reality expressed enjoyment during sessions. findings suggest that hold considerable potential enhancing skill acquisition fundamental skills while promoting healthy habits among

Language: Английский

Citations

0

Psychometric Properties of the Video Game Experiences Questionnaire (CERV), Problematic Use of Video Games and the Link with the Use of Mobile Devices in Mexican Children DOI Open Access
Rocío Martínez-Hernández, Jorge Zamarripa, Georgina Mayela Núñez‐Rocha

et al.

International Journal of Environmental Research and Public Health, Journal Year: 2025, Volume and Issue: 22(4), P. 476 - 476

Published: March 23, 2025

When the use of video games is inappropriate in terms time and content, it becomes a health risk. The objective present study was to analyze psychometric properties Video-Game-Related Experience Questionnaire (CERV), determine its problematic know link between mobile devices (MD) Mexican children. Methods. followed an instrumental comparative design, with n = 519 Of these, 61.5% were from Jalisco, 38.5% Nuevo Leon. sample consisted 50.1% girls, 39.7% 33.7 sixth fifth grade primary school, respectively. mean age participants 10.50 ± 0.94 years, ages ranging 9 13 years. In addition, 86.7% children had access DM, 45.3% who DM used play, 59.0% exceeded recommended usage more than two hours. used. For factorial structure, confirmatory factor analysis conducted using Diagonal Weighted Least Squares (DWLS) estimation method. goodness-of-fit indices as follows: chi-square value over degrees freedom (X2/gl), CFI, NNFI, RMSEA. Results. shown X2/gl 1.16; RMSEA 0.018; SRMR 0.048; CFI 0.99; TLI NNFI 0.99. Acceptable reliability found both Cronbach’s alpha McDonald’s omega greater 0.80. Furthermore, 41.6% potential or severe problems game use, (DMs) significantly associated (p < 0.001) problems. Conclusion. It suggested that educational programs be implemented regarding consequences excessive DMs, importance restrictive per se for parents.

Language: Английский

Citations

0