video game, consumption, family, addiction, risk
The evolution in the use of new technologies (cell phones, PC, TV, etc.) mainly by young people and school-age children has led us to be alarmed about the increase in addiction to video games, and for which it has developed in the present work, which has as a research problem: How is the consumption of video games manifested in children of 4th and 5th grade of the Felipe Poey school, from the perspective of the parents? The development of technologies today and the emergence of video games a few decades ago has caused the increasing number of cases of children addicted to video games, so it is necessary to contribute to raising knowledge about psychological well-being in children. children with this type of addiction, in turn this study has a great social impact due to the novelty of the subject and its link with society since it affects both the life of the child and the of the adult. The general objective of this study is to characterize the consumption and risk of addiction to video games in children from 4th to 5th grade, as well as to describe the consumption of video games and explore the risks of addiction perceived with respect to video games in these children from the parents' perspective. from the Felipe Poey school. This research will be very fruitful mainly for families who have children with this addiction because they will be given knowledge on how to deal with this problem. The categories of this research are: video games, risk of video game addiction, video game addiction and video game consumption practice. In the theoretical framework, a necessary and brief explanation was developed on topics closely linked to our work and of vital importance for understanding it.