González-Álvarez Sara, Solabarrieta Josu, Ruiz-Narezo Marta
Facultad de Educación y Deporte, Universidad de Deusto, Bilbo, Bizkaia, España.
Facultad de Educación y Deporte, Universidad de Deusto, Bilbo, Bizkaia, España.
Aten Primaria. 2025 Apr 21;57(10):103255. doi: 10.1016/j.aprim.2025.103255.
To identify the most relevant indicators of video game abuse by adolescents aged between 12 and 14 by means of a panel of experts in the field.
Delphi study in two rounds based on an initial questionnaire of 86 indicators (distributed in 3 areas and 12 dimensions). The experts had to indicate the positive predictive value (PPV) of the indicators, a rate ≥60% was considered consensus. In the second round they had to assess whether the position of these indicators in the ranking based on the PPV was correct or incorrect.
Cross-sectoral and multidisciplinary project. Data collection was designed and carried out as an online questionnaire.
The panel included experts (n=45) in the fields of social and health care (n=16), associations (n=9), video game research (n=14) and education (n=5).
Indicators were designed through a literature review, a pilot test was conducted and data collection was initiated in rounds between September and November 2024. Results were analysed using IBM SPSS Statistics 28.0.0.0.0.
In the first phase, 60 indicators of misuse with a PPV ≥60% were identified. In the second round, consensus was reached on the order of these indicators.
Key indicators of video game abuse in adolescents aged 12-14 years have been identified. These indicators can be used for early detection of the problem, implementation of preventive strategies and to promote healthy use.
通过该领域的专家小组确定12至14岁青少年电子游戏滥用的最相关指标。
基于一份包含86项指标(分布在3个领域和12个维度)的初始问卷进行两轮德尔菲研究。专家们必须指出这些指标的阳性预测值(PPV),≥60%的比率被视为达成共识。在第二轮中,他们必须评估这些指标基于PPV在排名中的位置是正确还是错误。
跨部门和多学科项目。数据收集设计并通过在线问卷进行。
专家小组包括社会和医疗保健领域(n = 16)、协会(n = 9)、电子游戏研究(n = 14)和教育领域(n = 5)的专家(n = 45)。
通过文献综述设计指标,进行了预测试,并于2024年9月至11月分轮次启动数据收集。使用IBM SPSS Statistics 28.0.0.0.0分析结果。
在第一阶段,确定了60项PPV≥60%的误用指标。在第二轮中,就这些指标的顺序达成了共识。
已确定12至14岁青少年电子游戏滥用的关键指标。这些指标可用于早期发现问题、实施预防策略以及促进健康使用。