Factores que fomentan la percepción de adicción a los videojuegos entre los usuarios de consolas y smartphones

Autores/as

DOI:

https://doi.org/10.26441/RC24.2-2025-3860

Palabras clave:

dispositivo, videojuegos, adicción, tiempo de juego, motivadores

Resumen

Propósito. Este estudio tiene como objetivo determinar si la adicción percibida a los videojuegos se ve afectada por el tipo de dispositivo utilizado para jugar (smartphone versus consola), prestando especial atención a los factores que motivan a jugar. Considerando el marco teórico de la motivación, se propone un modelo estructural que considera tres impulsores (autoeficacia, desafío y necesidad de escapismo) y un inhibidor (normas subjetivas) para explicar el tiempo dedicado a los videojuegos y la adicción percibida. Metodología. Utilizamos un enfoque de mínimos cuadrados parciales (PLS) para estimar el modelo de ecuaciones estructurales con información de primera mano de 547 jugadores en España. Resultados y conclusiones. Los resultados sugieren que, independientemente del dispositivo del usuario, los dos factores principales que determinan que se perciba adicción a los videojuegos son la cantidad de tiempo dedicado a jugar y la necesidad de escapismo. Encontramos que, específicamente para los jugadores con consola, su autoeficacia percibida y el desafío afectan a la cantidad de tiempo que pasan jugando. En el caso de la percepción de la adicción a los videojuegos, ésta se incrementa debido a la necesidad de escapismo, especialmente entre los jugadores con móvil, porque las aplicaciones de juegos y el propio teléfono móvil son portátiles y permiten un uso sin límites de tiempo y espacio. Aporte original. Este trabajo contribuye a la literatura existente al centrarse en el tipo de dispositivo que utilizan los video jugadores y determina que, efectivamente, existen diferencias en cómo las variables de autoeficacia y desafío influyen en el tiempo dedicado a jugar y la percepción de adicción. 

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Biografía del autor/a

Carmen Camarero, Universidad de Valladolid (España)

Professor of Marketing at the Universidad de Valladolid. Her research focuses on relationship marketing, consumer behavior, and marketing in cultural organizations. https://orcid.org/0000-0002-5252-4581, carmen.camarero@uva.es

Nadia Jiménez, Universidad de Burgos (España)

Associate Professor of Marketing at the Universidad de Burgos. Her main research areas are consumer trust, digital commerce, cross-cultural consumer behavior, and cyberbullying in online brand communities. https://orcid.org/0000-0001-5771-2971, nhjimenez@ubu.es

Rebeca San-José, Universidad de Valladolid (España)

Associate Professor of Marketing and Market Research at the Universidad de Valladolid. Her research lines are consumer behaviour, commercial communication, and digital marketing. https://orcid.org/0000-0002-9161-6657, rebecasc@uva.es

Sonia San-Martín, Universidad de Burgos (España)

Professor of Marketing at the Universidad de Burgos. Her main lines of research are electronic commerce, mobile commerce, omnichannel commerce, consumer behavior, tourism, and new technologies. https://orcid.org/0000-0002-5030-9669, sanmargu@ubu.es

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03-09-2025

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Camarero, C. ., Jiménez, N., San-José, R. ., & San-Martín, S. . (2025). Factores que fomentan la percepción de adicción a los videojuegos entre los usuarios de consolas y smartphones. Revista De Comunicación, 24(2), 37–55. https://doi.org/10.26441/RC24.2-2025-3860

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