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Psicogente

versión impresa ISSN 0124-0137

Resumen

OROZCO-MARIN, Patricio Stalin; VILLAVICENCIO-AGUILAR, Carmita Esperanza  y  ROJAS-PRECIADO, Wilson Javier. Video games and empathy. From violent content to empathetic attitude. Psicogente [online]. 2024, vol.27, n.51, pp.1-27.  Epub 01-Ene-2024. ISSN 0124-0137.  https://doi.org/10.17081/psico.27.51.6443.

Objective:

To understand the relationship between the use of video games according to their level of violence and empathic disposition in adolescence.

Method:

Quantitative approach of non-experimental design, cross-sectional and descriptive-correlational scope. Data collection was carried out through an ad hoc questionnaire that explored the factors that make up the use of video games (α=0,951), and the Interpersonal Reactivity Index scale that evaluated the four dimensions of empathy (α=0,745). The sample consisted of n=400 adolescents aged 12 to 18 years, 55,2 % male and 44,8 % female. A simple random probability sample was used.

Results:

The Kruskal-Wallis H-test determined that the use of excessively violent video games is a factor that generates statistically significant differences (+18; p-value = 0,001) in one dimension of empathy (Personal Malaise, PM), being higher in those who currently play these games.

Discussion:

PM is a construct that, at high levels, marks a tendency to avoid people who are going through adverse situations, being negatively related to prosocial behavior and altruism. In the research, adolescents who play more video games +18 are those who present a lower empathic disposition, which is congruent with other research, where it was found that the use of violent video games (VVG) reduced the levels of empathy in children and adolescents, predicting a higher frequency of violent behaviors. Likewise, regional studies suggest that VVG increases levels of anger and aggression, while reducing empathy.

Palabras clave : video games; empathy; adolescence; game studies; psychology; violence.

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