An Explanatory Model for the Relationship between Motivation in Sport, Victimization, and Video Game Use in Schoolchildren
Metadatos
Afficher la notice complèteAuteur
Castro Sánchez, Manuel; Chacón Cuberos, Ramón; Ubago Jiménez, José Luis; Zafra Santos, Edson Orlando; Zurita Ortega, FélixEditorial
MDPI
Materia
Motivational climate in sport Physical activity Bullying Problematic use of video games Children
Date
2018-08-29Referencia bibliográfica
Castro Sánchez, M. [et al.]. An Explanatory Model for the Relationship between Motivation in Sport, Victimization, and Video Game Use in Schoolchildren. Int. J. Environ. Res. Public Health 2018, 15, 1866.
Patrocinador
This work was supported by “Precompetitive Research Projects for Young Researchers 2017”—Modality B under de Grant PPJI_B-05, the project “DISPERSA” under the Grant TIN2015-67149-C3-R and European Regional Development Fund (ERDF) under the Grant P11-TIC-7486.Résumé
(1) Background: Society is changing amazingly fast, and this is bringing about changes in
the way that people spend their free time. In the 21st century, free time is increasingly spent using
technological devices such as video games, thus increasing levels of sedentariness. The aim of the
present study was to define an explanatory model for the problematic use of video games, physical
activity, motivational climate in sports, and victimization in schoolchildren, and to analyze the
relationships between these variables according to gender; (2) Methods: A total of 734 schoolchildren,
of both sexes, participated in this research study. They were aged from 10 to 12 and lived in the
province of Granada (Spain). The main instruments used were the questionnaires PMCSQ-2, PAQ-C,
QERV, and SVS. A multigroup structural equation model was used, which had an excellent fit
(χ2 = 319.472; df = 72; р< 0.001; CFI = 0.962; NFI = 0.952; IFI = 0.962; RMSEA = 0.048); (3) Results:
The practice of physical activity was related negatively and indirectly to the problematic use of video
games ((r = -0.085, boys); (r = -0.081, girls)), and this in turn was related positively and directly to
victimization ((r = 0.094, boys); (r = 0.174, girls)). Additionally, task climate was inversely related
to the problematic use of video games for girls (r = -0.133), and ego climate was directly related to
the use of these devices only with regard to boys (r = 0.250). (4) Conclusions: It must be noted that
schoolchildren’s pathological use of video games is closely related to lower levels of physical activity.
In addition, those motivational climates in sports that are oriented towards performance exacerbate
this pathological behavior, which accentuates the importance of promoting motivational climates
that are oriented towards tasks in schoolchildren.