<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1695-6141</journal-id>
<journal-title><![CDATA[Enfermería Global]]></journal-title>
<abbrev-journal-title><![CDATA[Enferm. glob.]]></abbrev-journal-title>
<issn>1695-6141</issn>
<publisher>
<publisher-name><![CDATA[Universidad de Murcia]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1695-61412021000200017</article-id>
<article-id pub-id-type="doi">10.6018/eglobal.438641</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[El uso de videojuegos en adolescentes. Un problema de Salud Pública]]></article-title>
<article-title xml:lang="en"><![CDATA[The use of video games in adolescents. A Public Health problema]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Rodríguez Rodríguez]]></surname>
<given-names><![CDATA[Mónica]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[García Padilla]]></surname>
<given-names><![CDATA[Francisca María]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Hospital de Basurto  ]]></institution>
<addr-line><![CDATA[Bilbao ]]></addr-line>
<country>España</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidad de Huelva Departamento de Enfermería ]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
<country>España</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>00</month>
<year>2021</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>00</month>
<year>2021</year>
</pub-date>
<volume>20</volume>
<numero>62</numero>
<fpage>557</fpage>
<lpage>591</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://scielo.isciii.es/scielo.php?script=sci_arttext&amp;pid=S1695-61412021000200017&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.isciii.es/scielo.php?script=sci_abstract&amp;pid=S1695-61412021000200017&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://scielo.isciii.es/scielo.php?script=sci_pdf&amp;pid=S1695-61412021000200017&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[RESUMEN:  Introducción: El uso excesivo de videojuegos ha aumentado de manera vertiginosa y, especialmente, entre los varones con edades comprendidas entre los 10 y los 19 años. Muchos adolescentes pierden el control sobre el videojuego, lo que puede tener consecuencias negativas como el juego patológico, problemático o la adicción al videojuego.  Objetivos: Conocer la producción científica existente sobre el uso problemático de videojuegos y la adicción al videojuego en los adolescentes.  Metodología: Se han analizado los documentos encontrados tras una búsqueda bibliográfica en las bases de datos COCHRANE, MEDLINE, LILACS, CINAHL y CUIDEN.  Resultados: Se han definido los factores predictores, la prevalencia, las características, los cuestionarios validados, la relación con otras adicciones, la relación con el TEA (Trastorno del Espectro Autista) y con el TDAH (Trastorno por Déficit de Atención e Hiperactividad) y la prevención del uso problemático y la adicción al videojuego.  Conclusiones: Hay inconsistencias en los resultados debido al diseño transversal de la mayoría de los estudios, a las muestras pequeñas, a la ausencia de muestras clínicas o aleatorizadas, a la extracción de datos con cuestionarios de autorreporte, a la realización de estos en colegios, sin tener en cuenta a los adolescentes ingresados en centros de salud mental u hospitales, a la falta de estudios en el género femenino y a la falta de estandarización de los criterios diagnósticos. El tema menos estudiado es el tratamiento y la prevención, el más importante para nuestra profesión, por lo que la principal futura línea de investigación sería en este ámbito.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[ABSTRACT:  Introduction: The excessive use of videogames has increased dramatically, especially among 10-to-19-year-old males. Many teenagers lose control over video games, which may have negative consequences such as pathological, problematic, or addictive gaming.  Objectives: Knowing the existing scientific production about the problematic use of video games and video games addiction in teenagers.  Methodology: Documents found after a bibliographic search in the databases COCHRANE, MEDLINE, LILACS, CINAHL and CUIDEN have been analyzed.  Results It has been defined the predictive factors, the prevalence, the characteristics, the validated questionnaires, the associations with other addictions, the relations with ASD (Autism Spectrum Disorder) and ADHD (Attention-Deficit/Hyperactivity Disorder), and prevention of problematic use and addiction to video games.  Conclusions: There are inconsistencies in the results due to the transversal design of most of the studies, such as small samples, the absence of clinical or randomized samples, data extraction with self-reporting questionnaires conducted in schools, without taking into account adolescents hospitalized into mental health centers or hospitals, the gender bias in research and the lack of standardization of diagnostic criteria. The least studied subject is the treatment and prevention, the most important for nursing profession, so the future main line of research would be in this area.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[adicción]]></kwd>
<kwd lng="es"><![CDATA[videojuegos]]></kwd>
<kwd lng="es"><![CDATA[adolescentes]]></kwd>
<kwd lng="es"><![CDATA[juego problemático]]></kwd>
<kwd lng="es"><![CDATA[juego patológico]]></kwd>
<kwd lng="en"><![CDATA[video games addiction]]></kwd>
<kwd lng="en"><![CDATA[adolescents]]></kwd>
<kwd lng="en"><![CDATA[problematic game]]></kwd>
<kwd lng="en"><![CDATA[pathological gaming]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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