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