Adolescents’ use and perception of commercial video games with implied sexual content in Colombia [Utilização e percepção de adolescentes sobre videogames comerciais com conteúdo sexual implícito na Colômbia]

Objective: Characterize the use and perception of video games with implied sexual content by high school students in Medellin. Methods: Descriptive cross-sectional study with 1124 adolescents within eighth to eleventh grades of four public educational institutions. It was applied an structure questi...

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Fecha de publicación:
2017
Institución:
Universidad de Medellín
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Repositorio UDEM
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por
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oai:repository.udem.edu.co:11407/4538
Acceso en línea:
http://hdl.handle.net/11407/4538
Palabra clave:
Adolescent; Health communication; Information technology; Sex education; Sexual health
adolescent; adult; agility; Colombia; cross-sectional study; decision making; human; information processing; information technology; language; major clinical study; male; medical information; perception; problem solving; questionnaire; risk factor; school; sex difference; sexual education; sexual health; video game
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id REPOUDEM2_b4f48b7314cdb8590035bc229e3f50af
oai_identifier_str oai:repository.udem.edu.co:11407/4538
network_acronym_str REPOUDEM2
network_name_str Repositorio UDEM
repository_id_str
dc.title.spa.fl_str_mv Adolescents’ use and perception of commercial video games with implied sexual content in Colombia [Utilização e percepção de adolescentes sobre videogames comerciais com conteúdo sexual implícito na Colômbia]
title Adolescents’ use and perception of commercial video games with implied sexual content in Colombia [Utilização e percepção de adolescentes sobre videogames comerciais com conteúdo sexual implícito na Colômbia]
spellingShingle Adolescents’ use and perception of commercial video games with implied sexual content in Colombia [Utilização e percepção de adolescentes sobre videogames comerciais com conteúdo sexual implícito na Colômbia]
Adolescent; Health communication; Information technology; Sex education; Sexual health
adolescent; adult; agility; Colombia; cross-sectional study; decision making; human; information processing; information technology; language; major clinical study; male; medical information; perception; problem solving; questionnaire; risk factor; school; sex difference; sexual education; sexual health; video game
title_short Adolescents’ use and perception of commercial video games with implied sexual content in Colombia [Utilização e percepção de adolescentes sobre videogames comerciais com conteúdo sexual implícito na Colômbia]
title_full Adolescents’ use and perception of commercial video games with implied sexual content in Colombia [Utilização e percepção de adolescentes sobre videogames comerciais com conteúdo sexual implícito na Colômbia]
title_fullStr Adolescents’ use and perception of commercial video games with implied sexual content in Colombia [Utilização e percepção de adolescentes sobre videogames comerciais com conteúdo sexual implícito na Colômbia]
title_full_unstemmed Adolescents’ use and perception of commercial video games with implied sexual content in Colombia [Utilização e percepção de adolescentes sobre videogames comerciais com conteúdo sexual implícito na Colômbia]
title_sort Adolescents’ use and perception of commercial video games with implied sexual content in Colombia [Utilização e percepção de adolescentes sobre videogames comerciais com conteúdo sexual implícito na Colômbia]
dc.contributor.affiliation.spa.fl_str_mv Escola de Microbiologia, Universidad de Antioquia (UdeA), Medellin, AC, Colombia; Universidad de Antioquia, Faculdade de Comunicação, Universidad de Medellín (UdeA), Medellín, AC, Colombia; Faculdade de Comunicação e Letras, Universidad de Colima (UdeC), Colima, AC, Mexico
dc.subject.keyword.eng.fl_str_mv Adolescent; Health communication; Information technology; Sex education; Sexual health
adolescent; adult; agility; Colombia; cross-sectional study; decision making; human; information processing; information technology; language; major clinical study; male; medical information; perception; problem solving; questionnaire; risk factor; school; sex difference; sexual education; sexual health; video game
topic Adolescent; Health communication; Information technology; Sex education; Sexual health
adolescent; adult; agility; Colombia; cross-sectional study; decision making; human; information processing; information technology; language; major clinical study; male; medical information; perception; problem solving; questionnaire; risk factor; school; sex difference; sexual education; sexual health; video game
description Objective: Characterize the use and perception of video games with implied sexual content by high school students in Medellin. Methods: Descriptive cross-sectional study with 1124 adolescents within eighth to eleventh grades of four public educational institutions. It was applied an structure questionnaire with socio-demographic, psychosocial, knowledge and risk factors question associated with sexual health and access, use and perception of video games. Results: Highlights the high consumption of video games, bigger in male adolescents, as the lack of educational video games in sexual health, lack of control regarding the time spend with and adult content. Adolescents felt that video games developed their: mental agility, analysis capacity, problem solving and decision making. The purpose of game use is focused on the goals and overcome their own recorde and friends’ records, where men are more competitive. The implied sexual content was identified through: the design of characters, costumes, language, scenarios and relationships between characters, with marked sex difference. Conclusion: The consumption of video games as new cultural products in this study was high, with marked difference by sex. It showed the implied sexual content leading to rethink the traditional forms of sexual education through interactive pedagogical and immersive proposals that simulate reality. © 2017, Nucleo de Estudos da Saude do Adolescente. All rights reserved.
publishDate 2017
dc.date.created.none.fl_str_mv 2017
dc.date.accessioned.none.fl_str_mv 2018-04-13T16:32:18Z
dc.date.available.none.fl_str_mv 2018-04-13T16:32:18Z
dc.type.eng.fl_str_mv Article
dc.type.coarversion.fl_str_mv http://purl.org/coar/version/c_970fb48d4fbd8a85
dc.type.coar.fl_str_mv http://purl.org/coar/resource_type/c_6501
http://purl.org/coar/resource_type/c_2df8fbb1
dc.type.driver.none.fl_str_mv info:eu-repo/semantics/article
dc.identifier.issn.none.fl_str_mv 16799941
dc.identifier.uri.none.fl_str_mv http://hdl.handle.net/11407/4538
identifier_str_mv 16799941
url http://hdl.handle.net/11407/4538
dc.language.iso.none.fl_str_mv por
language por
dc.relation.isversionof.spa.fl_str_mv https://www.scopus.com/inward/record.uri?eid=2-s2.0-85039075532&partnerID=40&md5=deb89e750bcf12fdf10312f1eeb0cc5a
dc.relation.ispartofes.spa.fl_str_mv Adolescencia e Saude
dc.relation.references.spa.fl_str_mv Marqués, P., Lasclávesdeléxito (2000) Cuadernos De Pedagogía [Internet], 291, pp. 55-58. , http://europa.sim.ucm.es/compludoc/GetSumario?r=/S/10005/02100630_1.htm&zfr=, acesso em 2016, agosto, 8; Gee, J., (2004) Lo Que Nos enseñan Los vídeo Games Sobre Elaprendizaje Y El Alfabetismo, , Málaga: Coleccion Aulae; Gros, B., (1998) Jugando convídeo Game: educación Y Entretenimiento, , Bilbao: Desclée de Brouwer, 9788433012838; Jenkins, H., (2009) Fans, Blougeros Y vídeo Game. La Cultura De lacolaboración, , Barcelona: Paidós Ibérica; Matysiak, J.C., Valleur, M., (2005) Las Nuevas Adicciones Del Siglo XXI: Sexo, pasión Y vídeo Game, , Barcelona: Paidós Ibérica; Perandones, E., Video game para la salud (2010) Eprints Universidad Complutense De Madrid [Internet], , http://eprints.ucm.es/13410/1/comunicacionysalud.pdf, Madrid, acesso em 2015 agosto 21; Gallo, N., Molina, A., Evaluación de impacto proyectosalud sexual y reproductiva de adolescentes en Medellín. ¨Sol y Luna¨ componente cualitativo, 2008 (2009) Rev Salud Pública De Medellín, 4 (1), pp. 19-32; Sandoval, J., Rodríguez, M., Garcia, G., Salud sexual y reproductivaen adolescentes de Medellín, 2006 (2008) Rev Salud Pública De Medellin, 2 (1), pp. 7-25; Givauda, P., Evaluación del programa escolarizado para adolescentes: Un equipo contra el VIH/SIDA. Interamerican Journal fo (2005) Psychology, 39, pp. 339-346; Uribe, J.A., Percepciones sobre el uso delcondón y lasexualidad entre Jóvenes (2012) Rev Latinoamericana De Cienciassociales, Niñez Y Juventud, 10 (1), pp. 481-494; (2010) Encuesta Nacional De Demografía En Salud [Internet], , http://www.profamilia.org.co/encuestas/Profamilia/Profamilia/; Tamayo, L., López, M., Villegas, A., Muñoz, J., Arrubla, M., Determinantes de salud sexual e ITS en adolescentes rurales, escolarizados, Medellín-Colombia, 2008 (2011) Rev Salud Pública De Medellín, 5, pp. 7-24; Villegas, A., Tamayo, L., Prevalencia de infecciones de transmisión sexual y factores de riesgo para lasalud sexual de adolescentes escolarizados, Medellín, Colombia, 2013 (2016) Rev IATREIA, 29 (1), pp. 5-17. , http://dx.doi.org/10.17533/udea.iatreia.v29n1a01; Octubre 4 de 1993 (1993) Minsalud. Colombia; [Internet], , https://www.minsalud.gov.co/Normatividad_Nuevo/RESOLUCION%208430%20DE%201993.pdf, acesso em 2014 jun 20; Alonqueo, B., Rehbein, F., (2008) Usuarios habituales de vídeo game: Una aproximación inicial. [Internet], 16 (2), pp. 1-10. , http://www.scielo.cl/scielo.php?script=sci_arttext&pid=S0718-22362008000200002, Chileacesso em 2014 oct 3; (2005) Video Game, Menores Y Responsabilidad De Los Padres. [Internet], , http://www.protegeles.com/docs/estudio_vídeogame.pdf, Madridacesso em 2015 sept 14; Entertainment Software Rating Board. [Internet], , http://www.esrb.org/, Nueva Yorkcitado 2014 jun 8; Pan European Game Information. [Internet], , acesso em 2014 jun8; Computer Entertainment Rating Organization. [Internet], , www.cero.gr.jp/e/e/, Tokioacesso em 2014 jun 14; Dávila, M., Díaz, B., Montero, M., (2010) Aprendiendoconvídeo Game: Jugar Es Pensar Dos Veces, , Madrid: Narcea, S.A. De Ediciones; Diez, E., (2004) La Diferencia Sexual enelanálisis De losvídeo Games. [Internet], , http://www.oei.es/valores2/libro-vídeogame.pdf, acesso em 2014 feb 28; Etxeberria, F., (2008) Video Game Y educación. Rev Electrónica Teoría De La Educación. Educación Y Cultura Enlasociedad De laInformación. [Internet], , http://campus.usal.es/~teoriaeducacion/rev_numero_09_03/MONOGRAFICO_VIDEOJUEGOS.pdf, citado 2014 abr 1; Sahuquillo, P., Ros, C., Ma, B., El rol de género enlosvídeo games (2008) Rev Electrónica Teoría De laEducación: Educación Y Cultura Enlasociedad De laInformación. [Internet], , http://campus.usal.es/~teoriaeducacion/rev_numero_09_03/MONOGRAFICO_VIDEOJUEGOS.pdf, acesso em 2014 abr 8; Balaguer, R., La migración de larecreación juvenil al sedentario mundo de lapantalla (2005) Observatorio Para Lacibersociedad [Internet], , http://www.cibersociedad.net/archivo/articulo.php?art=207, acesso em 2014 sept 8
dc.rights.coar.fl_str_mv http://purl.org/coar/access_right/c_16ec
rights_invalid_str_mv http://purl.org/coar/access_right/c_16ec
dc.publisher.spa.fl_str_mv Nucleo de Estudos da Saude do Adolescente
dc.publisher.faculty.spa.fl_str_mv Facultad de Comunicación
dc.source.spa.fl_str_mv Scopus
institution Universidad de Medellín
repository.name.fl_str_mv Repositorio Institucional Universidad de Medellin
repository.mail.fl_str_mv repositorio@udem.edu.co
_version_ 1814159184268099584
spelling 2018-04-13T16:32:18Z2018-04-13T16:32:18Z201716799941http://hdl.handle.net/11407/4538Objective: Characterize the use and perception of video games with implied sexual content by high school students in Medellin. Methods: Descriptive cross-sectional study with 1124 adolescents within eighth to eleventh grades of four public educational institutions. It was applied an structure questionnaire with socio-demographic, psychosocial, knowledge and risk factors question associated with sexual health and access, use and perception of video games. Results: Highlights the high consumption of video games, bigger in male adolescents, as the lack of educational video games in sexual health, lack of control regarding the time spend with and adult content. Adolescents felt that video games developed their: mental agility, analysis capacity, problem solving and decision making. The purpose of game use is focused on the goals and overcome their own recorde and friends’ records, where men are more competitive. The implied sexual content was identified through: the design of characters, costumes, language, scenarios and relationships between characters, with marked sex difference. Conclusion: The consumption of video games as new cultural products in this study was high, with marked difference by sex. It showed the implied sexual content leading to rethink the traditional forms of sexual education through interactive pedagogical and immersive proposals that simulate reality. © 2017, Nucleo de Estudos da Saude do Adolescente. All rights reserved.porNucleo de Estudos da Saude do AdolescenteFacultad de Comunicaciónhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85039075532&partnerID=40&md5=deb89e750bcf12fdf10312f1eeb0cc5aAdolescencia e SaudeMarqués, P., Lasclávesdeléxito (2000) Cuadernos De Pedagogía [Internet], 291, pp. 55-58. , http://europa.sim.ucm.es/compludoc/GetSumario?r=/S/10005/02100630_1.htm&zfr=, acesso em 2016, agosto, 8; Gee, J., (2004) Lo Que Nos enseñan Los vídeo Games Sobre Elaprendizaje Y El Alfabetismo, , Málaga: Coleccion Aulae; Gros, B., (1998) Jugando convídeo Game: educación Y Entretenimiento, , Bilbao: Desclée de Brouwer, 9788433012838; Jenkins, H., (2009) Fans, Blougeros Y vídeo Game. La Cultura De lacolaboración, , Barcelona: Paidós Ibérica; Matysiak, J.C., Valleur, M., (2005) Las Nuevas Adicciones Del Siglo XXI: Sexo, pasión Y vídeo Game, , Barcelona: Paidós Ibérica; Perandones, E., Video game para la salud (2010) Eprints Universidad Complutense De Madrid [Internet], , http://eprints.ucm.es/13410/1/comunicacionysalud.pdf, Madrid, acesso em 2015 agosto 21; Gallo, N., Molina, A., Evaluación de impacto proyectosalud sexual y reproductiva de adolescentes en Medellín. ¨Sol y Luna¨ componente cualitativo, 2008 (2009) Rev Salud Pública De Medellín, 4 (1), pp. 19-32; Sandoval, J., Rodríguez, M., Garcia, G., Salud sexual y reproductivaen adolescentes de Medellín, 2006 (2008) Rev Salud Pública De Medellin, 2 (1), pp. 7-25; Givauda, P., Evaluación del programa escolarizado para adolescentes: Un equipo contra el VIH/SIDA. Interamerican Journal fo (2005) Psychology, 39, pp. 339-346; Uribe, J.A., Percepciones sobre el uso delcondón y lasexualidad entre Jóvenes (2012) Rev Latinoamericana De Cienciassociales, Niñez Y Juventud, 10 (1), pp. 481-494; (2010) Encuesta Nacional De Demografía En Salud [Internet], , http://www.profamilia.org.co/encuestas/Profamilia/Profamilia/; Tamayo, L., López, M., Villegas, A., Muñoz, J., Arrubla, M., Determinantes de salud sexual e ITS en adolescentes rurales, escolarizados, Medellín-Colombia, 2008 (2011) Rev Salud Pública De Medellín, 5, pp. 7-24; Villegas, A., Tamayo, L., Prevalencia de infecciones de transmisión sexual y factores de riesgo para lasalud sexual de adolescentes escolarizados, Medellín, Colombia, 2013 (2016) Rev IATREIA, 29 (1), pp. 5-17. , http://dx.doi.org/10.17533/udea.iatreia.v29n1a01; Octubre 4 de 1993 (1993) Minsalud. Colombia; [Internet], , https://www.minsalud.gov.co/Normatividad_Nuevo/RESOLUCION%208430%20DE%201993.pdf, acesso em 2014 jun 20; Alonqueo, B., Rehbein, F., (2008) Usuarios habituales de vídeo game: Una aproximación inicial. [Internet], 16 (2), pp. 1-10. , http://www.scielo.cl/scielo.php?script=sci_arttext&pid=S0718-22362008000200002, Chileacesso em 2014 oct 3; (2005) Video Game, Menores Y Responsabilidad De Los Padres. [Internet], , http://www.protegeles.com/docs/estudio_vídeogame.pdf, Madridacesso em 2015 sept 14; Entertainment Software Rating Board. [Internet], , http://www.esrb.org/, Nueva Yorkcitado 2014 jun 8; Pan European Game Information. [Internet], , acesso em 2014 jun8; Computer Entertainment Rating Organization. [Internet], , www.cero.gr.jp/e/e/, Tokioacesso em 2014 jun 14; Dávila, M., Díaz, B., Montero, M., (2010) Aprendiendoconvídeo Game: Jugar Es Pensar Dos Veces, , Madrid: Narcea, S.A. De Ediciones; Diez, E., (2004) La Diferencia Sexual enelanálisis De losvídeo Games. [Internet], , http://www.oei.es/valores2/libro-vídeogame.pdf, acesso em 2014 feb 28; Etxeberria, F., (2008) Video Game Y educación. Rev Electrónica Teoría De La Educación. Educación Y Cultura Enlasociedad De laInformación. [Internet], , http://campus.usal.es/~teoriaeducacion/rev_numero_09_03/MONOGRAFICO_VIDEOJUEGOS.pdf, citado 2014 abr 1; Sahuquillo, P., Ros, C., Ma, B., El rol de género enlosvídeo games (2008) Rev Electrónica Teoría De laEducación: Educación Y Cultura Enlasociedad De laInformación. [Internet], , http://campus.usal.es/~teoriaeducacion/rev_numero_09_03/MONOGRAFICO_VIDEOJUEGOS.pdf, acesso em 2014 abr 8; Balaguer, R., La migración de larecreación juvenil al sedentario mundo de lapantalla (2005) Observatorio Para Lacibersociedad [Internet], , http://www.cibersociedad.net/archivo/articulo.php?art=207, acesso em 2014 sept 8ScopusAdolescents’ use and perception of commercial video games with implied sexual content in Colombia [Utilização e percepção de adolescentes sobre videogames comerciais com conteúdo sexual implícito na Colômbia]Articleinfo:eu-repo/semantics/articlehttp://purl.org/coar/version/c_970fb48d4fbd8a85http://purl.org/coar/resource_type/c_6501http://purl.org/coar/resource_type/c_2df8fbb1Escola de Microbiologia, Universidad de Antioquia (UdeA), Medellin, AC, Colombia; Universidad de Antioquia, Faculdade de Comunicação, Universidad de Medellín (UdeA), Medellín, AC, Colombia; Faculdade de Comunicação e Letras, Universidad de Colima (UdeC), Colima, AC, MexicoAcevedo L.S.T., Acevedo M.I.T., Méndez M.G.C.Acevedo, L.S.T., Escola de Microbiologia, Universidad de Antioquia (UdeA), Medellin, AC, Colombia; Acevedo, M.I.T., Universidad de Antioquia, Faculdade de Comunicação, Universidad de Medellín (UdeA), Medellín, AC, Colombia; Méndez, M.G.C., Faculdade de Comunicação e Letras, Universidad de Colima (UdeC), Colima, AC, MexicoAdolescent; Health communication; Information technology; Sex education; Sexual healthadolescent; adult; agility; Colombia; cross-sectional study; decision making; human; information processing; information technology; language; major clinical study; male; medical information; perception; problem solving; questionnaire; risk factor; school; sex difference; sexual education; sexual health; video gameObjective: Characterize the use and perception of video games with implied sexual content by high school students in Medellin. Methods: Descriptive cross-sectional study with 1124 adolescents within eighth to eleventh grades of four public educational institutions. It was applied an structure questionnaire with socio-demographic, psychosocial, knowledge and risk factors question associated with sexual health and access, use and perception of video games. Results: Highlights the high consumption of video games, bigger in male adolescents, as the lack of educational video games in sexual health, lack of control regarding the time spend with and adult content. Adolescents felt that video games developed their: mental agility, analysis capacity, problem solving and decision making. The purpose of game use is focused on the goals and overcome their own recorde and friends’ records, where men are more competitive. The implied sexual content was identified through: the design of characters, costumes, language, scenarios and relationships between characters, with marked sex difference. Conclusion: The consumption of video games as new cultural products in this study was high, with marked difference by sex. It showed the implied sexual content leading to rethink the traditional forms of sexual education through interactive pedagogical and immersive proposals that simulate reality. © 2017, Nucleo de Estudos da Saude do Adolescente. All rights reserved.http://purl.org/coar/access_right/c_16ec11407/4538oai:repository.udem.edu.co:11407/45382020-05-27 17:49:42.211Repositorio Institucional Universidad de Medellinrepositorio@udem.edu.co