Transcript
[MSICA] [SPEAKING] Actually, when we consider video games, we know that maybe the reasons or the causes leading children and adolescents to use video games are more important than video games in themselves. And maybe the reasons determine, are more determinants of the risk to mental health than the games, the video games in s. We know that when kids use video games like a nica goes from escape to a stressful life situation, or when the use of video games is in a coerced way, These are often indicators of higher health risk mental. We know that the use of video games is more a correlation or a consequence, more than the cause of risk or mental health problems. There is no doubt that the time factor is important too. We know that excessive use is important because it limits, especially because it limits access to other activities necessary for positive development, the psychosocial development necessary for the The teenager. When a child or a teenager spends too many hours playing with video games, we know this has a negative impact on socialization. The nio is not able to access at enough time of quality with your family, or you may even have an impact on access to education or contact with nature, with being out of the house and being in free spaces, Open. This, we know, we have scientific evidence that is also related to increased risk and a greater number of problems for mental health. Probably because they affect at a level of major isolation. So, kids with excessive use of video games and with the activities which I have mentioned above, they feel more and more isolated, lgically this with enough time can trigger symptoms of depressin, symptoms of anxiety, suede problems or behavioural problems. A group of children who can use video games of a compulsive form, are children that actually end up using video games without experiencing a pleasure, as a mechanism almost to compensate for increased anxiety with the idea that access to video games is going to be limited. But once they access the video games, not necessarily enjoy them. This is usually an indication of an addiction and should require an approach and treatment such as any other addict. It is important to take it into account when considering the impact the use of video games, especially excessive, in children and adolescents. And actually there's also good news when we consider the use of video games by children, because there is a use that is positive. There is a use that can be pleasant, which is usually when children play video games in of other children, as a form of access to sociability and that also with networks social, limited in time, not excessive. And that is an activity more in combination with a range of another type of activities of daily life. This type of use will actually indicate a good level of adaptation, a good level of sociability and even there are evidence that it may favour certain benefits for psychomotor coordination, for example, or cognitive. [MSICA]

Videojuegos y bienestar emocional

Duration: 5 mins Publication Date: 30 Sep 2024 Next Review Date: 30 Sep 2027 DOI: 10.13056/acamh.13898

Description

Este video de José Mediavilla explora la relación entre el uso de videojuegos y la salud mental en niños y adolescentes. Se reflexiona sobre cómo los motivos detrás del uso pueden influir en los posibles riesgos y beneficios. También se abordan las implicancias del tiempo dedicado a esta actividad, así como la importancia de la socialización, el equilibrio con otras actividades y la detección de posibles señales de alarma. Por último, se invita a pensar en cómo el contexto y la forma de uso impactan en el bienestar de los jóvenes.

Learning Objectives

A. Comprender cómo los motivos y contextos del uso de videojuegos influyen más en el riesgo para la salud mental que el contenido de los juegos en sí.


B. Identificar los riesgos asociados al uso excesivo o compulsivo de videojuegos, incluyendo aislamiento social, ansiedad, depresión y trastornos del sueño.


C. Reconocer el potencial beneficio de un uso moderado y social de videojuegos en el desarrollo psicosocial y habilidades cognitivas de niños y adolescentes.


Related Content Links

Adolescentes y pantallas: impacto en la salud mental

About this Lesson

Speakers

The Association for Child and Adolescent Mental Health Learn
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DISCLAIMER: While all transcripts were created by professional transcribers (unless otherwise stated), some may contain mistranslations resulting in inaccurate or nonsensical word combinations, or unintentional language. ACAMH is not responsible and will not be held liable for damages, financial or otherwise, that occur as a result of transcript inaccuracies.
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