Contenido principal del artículo

Autores/as

Este estudio examinó las relaciones entre la dependencia al smartphone, la adicción a los juegos en línea, los afectos y la soledad, evaluando los afectos como mediadores. Participaron 459 jugadores en línea multijugador, de entre 18 y 60 años, quienes completaron medidas de dependencia del smartphone, soledad, afecto, adicción a los juegos y datos demográficos. Los resultados mostraron que la adicción a los juegos se asoció positivamente con la dependencia del smartphone, la soledad y el afecto negativo, y negativamente con el afecto positivo y la edad. Los análisis de regresión indicaron que la dependencia del smartphone, el afecto positivo y el afecto negativo predijeron significativamente la adicción a los juegos, explicando el 34% de su varianza, mientras que la soledad no predijo directamente la adicción a los juegos. Los análisis de mediación revelaron que el afecto negativo midió los efectos indirectos tanto de la dependencia del smartphone como de la soledad sobre la adicción a los juegos, mientras que el afecto positivo medió solo el efecto indirecto de la dependencia del smartphone sobre la adicción a los juegos. Estos hallazgos amplían la comprensión de los mecanismos psicológicos subyacentes al uso disfuncional de la tecnología y sugieren que fomentar los afectos positivos puede ser un importante factor protector contra la dependencia del smartphone y la adicción a los juegos.

Santos, L. C. de O., Cabral, J. R. L., Nascimento, A. M. do, Silva, W. A. D., Mariano, T. E., & da Costa, J. A. (2026). Adicción a los videojuegos y dependencia del smartphone: influencias de los afectos y la soledad. Avances En Psicología Latinoamericana , 43(2). https://doi.org/10.12804/revistas.urosario.edu.co/apl/a.15976

Almeida, T. D. (2020). Loneliness, solitude and the COVID-19 pandemic. Pensando famílias, 24(2), 3-14. http://pepsic.bvsalud.org/scielo.php?script=sci_arttext&pid=S1679-494X2020000200002

American Psychiatric Association (2013). Diagnostic and statistical manual of mental disorders: DSM-5 (5th ed.). Artmed. DOI: https://doi.org/10.1176/appi.books.9780890425596

André, F., Broman, N., Håkansson, A., & Claesdotter-Knutsson, E. (2020). Game addiction, problematic gaming and engaged gaming–Prevalence and associated characteristics. Addictive Behaviors Reports, 12, 100324. https://doi.org/10.1016/j.abrep.2020.100324 DOI: https://doi.org/10.1016/j.abrep.2020.100324

Bae, S. M. (2017). The relationship between the type of smartphone use and smartphone dependence of Korean adolescents: National survey study. Children and Youth Services Review, 81, 207-211. https://doi.org/10.1016/j.childyouth.2017.08.012 DOI: https://doi.org/10.1016/j.childyouth.2017.08.012

Balakrishnan, J., & Griffiths, M. D. (2019). Perceived addictiveness of smartphone games: A content analysis of game reviews by players. International Journal of Mental Health and Addiction, 17(4), 922-934. https://doi.org/10.1007/s11469-018-9897-5 DOI: https://doi.org/10.1007/s11469-018-9897-5

Barroso, S. M., Andrade, V. S., Midgett, A. H., & Carvalho, R. G. N. (2016). Validity evidence of the Brazilian UCLA Loneliness Scale. Jornal Brasileiro de Psiquiatria, 65(1), 68-75. https://doi.org/10.1590/0047-2085000000105 DOI: https://doi.org/10.1590/0047-2085000000105

Bergonse, R. (2017). Fifty Years on, What Exactly is a Videogame? An Essentialistic Definitional Approach. The Computer Games Journal, 6(4), 239–255. https://doi.org/10.1007/s40869-017-0045-4 DOI: https://doi.org/10.1007/s40869-017-0045-4

Bhattacharya, S., Bashar, M. A., Srivastava, A., & Singh, A. (2019). Nomophobia: No mobile phone phobia. Journal of Family Medicine and Primary Care, 8(4), 1297-1300. https://doi.org/10.4103%2Fjfmpc.jfmpc_71_19 DOI: https://doi.org/10.4103/jfmpc.jfmpc_71_19

Bian, M., & Leung, L. (2015). Linking loneliness, shyness, smartphone addiction symptoms, and patterns of smartphone use to social capital. Social science computer review, 33(1), 61-79. https://doi.org/10.1177/0894439314528779 DOI: https://doi.org/10.1177/0894439314528779

Brazilian Institute of Geography and Statistics (2019). National Continuous Household Sample Survey. Access to the internet and television and ownership of personal mobile phones in 2019. https://biblioteca.ibge.gov.br/visualizacao/livros/liv101794_informativo.pdf

Duarte, V. (2022). According to PGB 2022, 74.5% of Brazilians are gamers. https://gamerview.uai.com.br/noticias/pgb-dados-pesquisa-2022/

Eren, H, K., & Örsal, Ö. (2018). Computer game addiction and loneliness in children. Iranian journal of public health, 47(10), 1504-1510. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6277725/

Geng, Z., & Liu, R. (2025). The impact of smartphone addiction and negative emotions on parent–child relationships among elementary school students. Frontiers in Psychiatry, 16, 1582741. DOI: https://doi.org/10.3389/fpsyt.2025.1582741

IBM Corp. (2015). IBM SPSS Statistics for Windows (Version 23.0) [Computer software]. IBM Corp.

Horwood, S., & Anglim, J. (2019). Problematic smartphone usage and subjective and psychological well-being. Computers in Human Behavior, 97, 44-50. https://doi.org/10.1016/j.chb.2019.02.028 DOI: https://doi.org/10.1016/j.chb.2019.02.028

Hu, H., Zhang, G., Yang, X., Zhang, H., Lei, L., & Wang, P. (2022). Online game addiction and depressive symptoms among game players of the glory of the king in China: the mediating role of affect balance and the moderating role of flow experience. International Journal of Mental Health and Addiction, 20(5), 3191-3204. https://doi.org/10.1007/s11469-021-00573-4 DOI: https://doi.org/10.1007/s11469-021-00573-4

Jeong, H., Lee, H. K., Kwon, Y. S., Yim, H. W., & Lee, S. Y. (2020). Gaming disorder and bidirectional relationships with aggression and impulsivity. Current Opinion in Behavioral Sciences, 31, 69-75. https://doi.org/10.1016/j.cobeha.2019.12.003 DOI: https://doi.org/10.1016/j.cobeha.2019.12.003

Jeong, S. H., Kim, H., Yum, J. Y., & Hwang, Y. (2016). What type of content are smartphone users addicted to?: SNS vs. games. Computers in Human Behavior, 54, 10-17. https://doi.org/10.1016/j.chb.2015.07.035 DOI: https://doi.org/10.1016/j.chb.2015.07.035

Jo, H., & Baek, E. M. (2023). Exploring the dynamics of mobile app addiction: the interplay of communication, affective factors, flow, perceived enjoyment, and habit. BMC psychology, 11(1), 404. DOI: https://doi.org/10.1186/s40359-023-01440-8

Kanat, S. (2019). The Relationship Between Digital Game Addiction, Communication Skills and Loneliness Perception Levels of University Students. International Education Studies, 12(11), 80-93. https://doi.org/10.5539/ies.v12n11p80 DOI: https://doi.org/10.5539/ies.v12n11p80

Kim, M. O., Kim, H., Kim, K., Ju, S., Choi, J., & Yu, M. I. (2015). Smartphone addiction:(focused depression, aggression and impulsion) among college students. Indian Journal of Science and Technology, 8(25), 1-6. https://dx.doi.org/10.17485/ijst/2015/v8i25/80215 DOI: https://doi.org/10.17485/ijst/2015/v8i25/80215

Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and Validation of a Game Addiction Scale for Adolescents. Media Psychology, 12, 77-95. http://dx.doi.org/10.1080/15213260802669458 DOI: https://doi.org/10.1080/15213260802669458

Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011). Psychosocial causes and consequences of pathological gaming. Computers in Human Behavior, 27(1), 144-152. https://doi.org/10.1016/j.chb.2010.07.015 DOI: https://doi.org/10.1016/j.chb.2010.07.015

Lemos, I. L., Abreu, C. N. D., & Sougey, E. B. (2014). Internet and video game addictions: a cognitive-behavioral approach. Arquivos de Psiquiatria Clínica, 41(3), 82-88. https://doi.org/10.1590/0101-60830000000016 DOI: https://doi.org/10.1590/0101-60830000000016

Lemos, I. L., & Santana, S. D. M. (2012). lectronic gaming addiction: the possibility of a new psychiatric diagnosis. Archives of Clinical Psychiatry, 39(1), 28-33. https://doi.org/10.1590/S0101-60832012000100006 DOI: https://doi.org/10.1590/S0101-60832012000100006

Liu, C. H., Lin, S. H., Pan, Y. C., & Lin, Y. H. (2016). Smartphone gaming and frequent use pattern associated with smartphone addiction. Medicine, 95(28), 40-68. https://doi.org/10.1097/MD.0000000000004068 DOI: https://doi.org/10.1097/MD.0000000000004068

López, M. A., García-Domingo, M., Fuentes, V., & Linares, R. (2022). Emocional intelligence and adult attachment: effects of problematic smartphone use. Anales de Psicología, 38(1), 36-45. https://dx.doi.org/10.6018/analesps.463101 DOI: https://doi.org/10.6018/analesps.463101

Love, J., Selker, R., Marsman, M., Jamil, T., Dropmann, D., Verhagen, A. J., Ly, A., Gronau, Q. F., Smira, M., Epskamp, S., Matzke, D., Wild, A., Knight, P., Rouder, J. N., Morey, R. D., & Wagenmakers, E.-J. (2019). JASP: Graphical statistical software for common statistical designs. Journal of Statistical Software, 88(2), 1–17. https://doi.org/10.18637/jss.v088.i02 DOI: https://doi.org/10.18637/jss.v088.i02

Meerkerk, G. J., Van Den Eijnden, R. J., Vermulst, A. A., & Garretsen, H. F. (2009). The compulsive internet use scale (CIUS): some psychometric properties. Cyberpsychology & behavior, 12(1), 1-6. https://doi.org/10.1089/cpb.2008.0181 DOI: https://doi.org/10.1089/cpb.2008.0181

Parreira, V. (2022). Loneliness in the Elderly [Master’s thesis, Superior Institute of Intercultural and Transdisciplinary Studies of Almada]. Common Repository. http://hdl.handle.net/10400.26/41523

Rosseel, Y. et al. (2017). Package ‘lavaan’. Retrieved June, 17(1), 2017.

Sales, H. F. S., Silva, F. M. S. M., Lopes, B. J., & Silva, C. F. L. S. (2018). Adaptation of the Compulsive Internet Use Scale to assess smartphone dependency. Avances en Psicología Latinoamericana, 36(1), 155-166. http://dx.doi.org/10.12804/revistas.urosario.edu.co/apl/a.4649 DOI: https://doi.org/10.12804/revistas.urosario.edu.co/apl/a.4649

Singh, S., Singh, N., Kalinić, Z., & Liébana-Cabanillas, F. J. (2021). Assessing determinants influencing continued use of live streaming services: An extended perceived value theory of streaming addiction. Expert Systems with Applications, 168, 114241. https://doi.org/10.1016/j.eswa.2020.114241 DOI: https://doi.org/10.1016/j.eswa.2020.114241

Sosso, F. A., Kuss, D. J., Vandelanotte, C., Jasso-Medrano, J. L., Husain, M. E., Curcio, G., & Toth, A. J. (2020). Retracted Article: Insomnia, sleepiness, anxiety and depression among different types of gamers in African countries. Scientific Reports, 10(1), 1-12. https://doi.org/10.1038/s41598-020-58462-0 DOI: https://doi.org/10.1038/s41598-020-58462-0

Stockdale, L., & Coyne, S. M. (2018). Video game addiction in emerging adulthood: Cross-sectional evidence of pathology in video game addicts as compared to matched healthy controls. Journal of Affective Disorders, 225, 265-272. http://dx.doi.org/10.1016/j.jad.2017.08.045 DOI: https://doi.org/10.1016/j.jad.2017.08.045

Wang, J. L., Sheng, J. R., & Wang, H. Z. (2019). The association between mobile game addiction and depression, social anxiety, and loneliness. Frontiers in Public Health, 7, 1-6. https://doi.org/10.3389/fpubh.2019.00247 DOI: https://doi.org/10.3389/fpubh.2019.00247

Yilmaz, F. G. K., Avci, U., & Yilmaz, R. (2022). The role of loneliness and aggression on smartphone addiction among university students. Current psychology, 42, 17909-17917. https://doi.org/10.1007/s12144-022-03018-w DOI: https://doi.org/10.1007/s12144-022-03018-w

Zanon, C., Bastianello, M. R., Pacico, J. C., & Hutz, C. S. (2013). Development and validation of a scale of positive and negative affectss. Psico-USF, 18(2), 193-202. https://doi.org/10.1590/S1413-82712013000200003 DOI: https://doi.org/10.1590/S1413-82712013000200003

Descargas

Los datos de descargas todavía no están disponibles.

Artículos más leídos del mismo autor/a