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The use of video, computer and internet games by a sample of college students from the University of São Paulo

OBJECTIVE: To evaluate the use of electronic games (video games, computer and internet games) in a sample of college students. METHOD: A questionnaire on behaviors related to the use of electronic games, including the Problem Videogame Playing (PVP) scale was filled in by 100 students from University of São Paulo (USP). RESULTS: The majority (83%) reported playing electronic games within the last year, among which, 81,9% were men, 51,8% played between 1 and 2 hours per session; 74,4% reported that the practice of electronic games does not interfere on their social relationships and 60,5% that the use of violent games does not have an effect over their animosity. The sample was divided into occasional players and frequent ones, differing in terms of duration of session, preferred games, motivation for playing and influence of the game in their social life. About 5% reported to stop playing only when interrupted, normally play more than 4 hours by section and have more virtual relationships and friends, suggesting more involvement with the activity. As to the PVP scale, 15,8% of the sample met 5 itens or more, indicating adverse consequences associated to the use of electronic games. CONCLUSION: It was noticed that the use of electronic games is common among USP students and a part of them present problems related to excessive gaming.

Video game; electronic games; addiction; college students


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