Video game usage influence on adolescents’ social skills

Influencia del uso de videojuegos en las habilidades sociales de los adolescentes

https://doi.org/10.4438/1988-592X-RE-2025-410-717

Gabriel Iglesias-Caride

Universidad de Santiago de Compostela

https://orcid.org/0000-0003-2666-924X

José Domíguez-Alonso

Universidad de Vigo

https://orcid.org/0000-0002-1844-000X

Rubén González-Rodríguez

Universidad de Vigo

https://orcid.org/0000-0003-1806-1103

Paula Frieiro

Universidad de Vigo

https://orcid.org/0000-0001-5888-6674

Abstract

Video games, deeply rooted in nowadays’ society, constitute a key element to understand the implications that their use has on the social and personal relationships of adolescents. The aim of this research is to determine the link between video games use and social skills in the adolescent population. The study was developed following a quantitative perspective, with a non-experimental, cross-sectional, descriptive and multifactorial design. An ad hoc questionnaire with general items on preference and frequency of video game use and a social skills questionnaire were used. Data analysis was performed using the IBM SPSS v.22 statistical package The sample consisted of 708 Galician adolescents aged between 12 and 18 years (M = 13.92; SD = 1.71). Results show that a 31.4% of adolescents see video games as their first leisure choice, with the male gender being the one that plays the most through cell phones, Tablets or consoles connected to the television. In addition, Massively Multiplayer Online games are the most played type of games, with the female population preferring Among Us, whereas the male population shows preference for Fortnite. Finally, a slight relationship has been shown between the use of video games and worse social skills. Not using video games improves both assertiveness and problem-solving skills during adolescence. On the other hand, no statistically significant relationship was found between the use of video games and communication skills. In conclusion, the use of this leisure activity implies certain negative consequences in the social sphere, resulting in slightly poorer social skills, with problem-solving skills being the most affected area.

Keywords:

Videogames, Social skills, Adolescence, Gender, Quantitative research

Resumen

Los videojuegos, enraizados profundamente en la sociedad actual, constituyen un elemento clave para abordar las implicaciones que conlleva su uso en las relaciones personales y sociales de los adolescentes. El objetivo de la presente investigación es determinar la asociación que existe entre el uso de videojuegos y las habilidades sociales en la población adolescente. El estudio fue desarrollado siguiendo un enfoque cuantitativo, con un diseño no experimental transversal descriptivo y multifactorial. Los instrumentos utilizados fueron un cuestionario ad hoc de preguntas generales sobre la preferencia y frecuencia en el uso de videojuegos y un cuestionario de habilidades sociales. Para el procesamiento de la información se utilizó el paquete estadístico SPSS V.22. La muestra estuvo conformada por un total de 708 adolescentes gallegos de entre 12 y 18 años (M = 13.92; DT = 1.71). Los resultados muestran que un 31.4% de los jóvenes tiene los videojuegos como principal opción de ocio, con un mayor uso de estos por parte del género masculino utilizando el móvil, Tablet o consola conectada a la televisión como plataforma de preferencia. Además, el tipo de videojuego más utilizado son los juegos multijugador con predilección por Among Us por parte del género femenino y Fortnite por parte del masculino. Finalmente, se ha evidenciado que existe una relación entre el uso de videojuegos y unas peores habilidades sociales. No hacer uso de videojuegos mejora la asertividad y las habilidades en la resolución de conflictos en edad adolescente. Asimismo, no se alcanzan diferencias significativas entre el uso de videojuegos y las habilidades comunicativas. En conclusión, el uso de esta forma de ocio parece llevar aparejadas ciertas consecuencias negativas en la esfera social, traducidas en una merma de las habilidades sociales de sus participantes, siendo la capacidad de resolución de conflictos el área más afectada.

Palabras clave:

Videojuegos, Habilidades Sociales, Adolescencia, Género, Metodología Cuantitativa

Introduction

Human beings are inherently social creatures; both survival and the experience of a meaningful life depend on the presence of others. Social skills are therefore essential, as they enable individuals to establish and maintain effective interpersonal relationships (Betina & Contini, 2011; Flores-Mamani et al., 2016), regardless of the intent—whether to trade, form friendships, or express needs (Dongil-Collado & Cano-Vindel, 2014). Defining the construct of social skills is a complex task, as is often the case within the social sciences. However, in this study, the concept is approached from two premises: first, social skills encompass both behavioral and cognitive dimensions; second, their purpose is emphasized: "they are cognitive or behavioral routines that allow us to maintain healthy relationships with others" (Oliva et al., 2011, p. 176). According to these authors, social skills comprise communication abilities, assertiveness, and conflict resolution skills.

Most research on social skills links them to desirable outcomes, such as improved academic performance (Betina, 2012; Caldarella et al., 2017; Zorza et al., 2013), enhanced quality of life (Leme et al., 2015; Salavera et al., 2020), or positive romantic relationships (Zavala et al., 2017). Notably, several studies suggest that females tend to exhibit higher levels of social skills (Maleki et al., 2019; Morales et al., 2013; Reyna & Brussino, 2015).

Today, the use of video games continues to rise: in Spain, there are approximately fifteen million players, with around eleven million engaging weekly, spending an average of about seven hours per week (Asociación Española de Videojuegos, 2019). Among adolescents, nearly seven out of ten report regular use, with the typical gamer profile being predominantly male. Nonetheless, gender distribution has become more balanced in recent years, and the frequency of use appears to decline with age (Asociación Española de Videojuegos, 2019).

Although multiple definitions of video games exist (Arjoranta, 2019), to avoid ambiguity, this study adopts the definition proposed by Esposito (2005, p. 2): "a game played through an audiovisual device that may be based on a storyline." The main challenge, however, lies in establishing a comprehensive and precise classification system for video games. While the current regulatory framework (Pan European Game Information - PEGI, 2003) provides guidance on recommended age and content, it does not address key elements such as theme—referring to the narrative topics explored in games—or mechanics, defined as the tools and systems that allow players to progress (Fabricatore, 2007). In many cases, classification proves difficult, as games often integrate multiple mechanics without any one predominating (Pérez, 2011). Consequently, this study adopts the classification proposed by Fritts (n.d.), which categorizes video games into action, adventure, action-adventure, role-playing games (RPGs), simulators, strategy, casual games, and massively multiplayer online games (MMOs).

Numerous studies suggest a relationship between video game use and diminished social skills. Männikkö et al. (2014) and Campit (2015) report a negative correlation between video game use and social skills. Similarly, Yousef et al. (2014) found a positive association between video game use and social problems, while Griffiths (2010) linked high gaming frequency to increased social anxiety. Research by Kowert et al. (2014a), De Pasquale et al. (2020), and Fumero et al. (2020) indicates that higher levels of online gaming correlate with poorer social relationships. You et al. (2014) observed that exposure to violent video games reduces prosocial behavior by impairing both empathy and behavioral regulation. Furthermore, Zamani et al. (2010) and Männikkö et al. (2020) highlight that problematic video game use is associated with lower social competence and deteriorated interpersonal relationships.

However, other studies have found no significant link between video game use and social skills (Blinka & Mikuška, 2014; Kowert, 2013; Kowert et al., 2014b; Loton, 2007; Mamani & Yupanqui, 2018). In fact, some research posits that appropriate use of video games may provide adolescents with a safe environment conducive to the development of social skills (Alfageme & Sánchez, 2002; Eguia et al., 2013; Kovess-Masfety et al., 2016; Thirunarayanan & Vilchez, 2012). Carras (2015) even argues that online games can serve as effective tools for acquiring social competencies that may later be transferred and applied in real-life settings.

Thus, considering that the purpose of this study is to determine whether an influential relationship exists between video game use and social skills in adolescents, the following hypotheses are proposed: H1: adolescents who identify video games as their primary leisure activity will obtain lower scores in social skills; H2: those who report a longer history of video game use will display reduced levels of social skills; H3: an inverse relationship will be observed between the amount of time spent playing video games during the school week and social skill levels; and H4: the number of hours dedicated to video game use over the weekend will likewise be negatively associated with social skills scores.

Method - Design

This study follows a quantitative, non-experimental, ex post facto design, as it analyzes a phenomenon that has already occurred in a natural setting: the use of video games. Participants were informed that the research focused on the world of video games from the perspective of adolescents, and they were asked to complete a brief questionnaire.

Sample

The participants in this study were selected through a non-probabilistic, purposive sampling method. The final sample consisted of 708 students (see Table I), with the following characteristics:

TABLE I. Sociodemographic characteristics of the sample

N = 708 participants % n M(SD)
Sex
Women 51.3 363
Men 48.7 345
Age 13.92 (1.71)
12-13 years 26.7 189
14-15 years 54.1 383
16-18 years 19.2 136
Main Leisure Activity
Video games 31.4 222
Other activities 68.6 486
Years Playing Video Games 4.96 (3.57)
0 years 17.4 123
1-3 years 18.1 128
4-6 years 30.4 215
7-9 years 22.7 161
More than 9 years 11.4 81
Weekly Hours of Gameplay (min. 0; max. 40) 5.76 (7.75)
0 hours 25.7 182
1-3 hours 29.4 208
4-6 hours 15.4 109
6-9 hours 8.5 60
More than 9 hours 21 149
Weekend Hours of Gameplay (min. 0; max. 25) 4.99 (5.33)
0 hours 18.9 134
1-3 hours 32.2 228
4-6 hours 22.5 159
6-9 hours 8.1 57
More than 9 hours 18.4 130
Preferred Gaming Platform
TV-connected 28 198
Handheld console 5.5 39
Computer 17.8 126
Mobile pone or tablet 31.4 222
Does not play 17.4 123
Preferred Type of Game
Action-adventure 16.7 118
RPG / Strategy / Casual 4.1 29
Simulators 11.4 81
MMOs (Massively Multiplayer Online) 41.9 297
Not specified 8.5 60
Does not play 17.4 123
Most Played Video Game
Among Us 15.5 110
Fortnite 15 106
FIFA 4.9 35
Several titles simultaneously 47.2 334
None 17.4 123

Instruments

Two questionnaires were used to collect information:

Procedure

Fieldwork was conducted by contacting selected secondary education centers in Galicia, offering them the possibility to participate either by having the research team visit the center in person or through an online survey (Google Forms). Participant anonymity was ensured at all times. Prior to data collection, families were sent an informed consent form, so participation in the study was granted only after approval from both the legal guardians and the adolescents. Combining both options, a sample of a total of 708 adolescents was obtained.

Data Analysis

For data analysis, descriptive statistical analyses were first conducted for all variables of interest through cross-tabulation. Secondly, after verifying that the data met the assumptions for parametric statistical analyses, a multivariate analysis of variance (MANOVA) was performed. This type of analysis was chosen because it examines the simultaneous effect of multiple variables and is used to analyze the joint behavior of more than one dependent variable. Additionally, Wilks’ Lambda statistic was selected due to its widespread use in multivariate analysis when the independent factor has more than two levels. This statistic compares the within-group deviations with the total deviations without distinguishing groups (significance level: < .05).

Results

The descriptive analysis carried out through contingency tables for video game use by gender (Table II) shows that 49.9% of boys report video games as their primary leisure activity, while only 13.8% of girls consider them their first choice of entertainment. Likewise, when considering years of gameplay, higher percentages are observed in the zero to three years range among girls, whereas for longer periods of play (more than four years), the percentage is higher among boys. Regarding weekly and weekend hours of gameplay, females show higher percentages in the zero to three hours range, while males predominate from four or more hours of play. Similarly, the male adolescent population prefers the console connected to the TV as their gaming platform, whereas females prefer mobile phones or tablets. Finally, both males and females agree that multiplayer online games are their favorite genre, with Among Us being the most played among girls, and Fortnite among boys.

TABLE II. Descriptive analysis of video game use by gender

Main Leisure Activity Video Games Other Activities Total
Female 13,8% a 86,2% b 100%
Male 49,9% a 50,1% b 100%
Years Playing Video Games 0 years 1-3 years 4-6 years 7-9 years > 9 years Total
Female 30,3% a 20,7% a 25,3% a 18,5% a 5,2% a 100%
Male 3,8% b 15,4% a 35,7% b 27,2% b 18% b 100%
Weekly Gaming Hours 0 hours 1-3 hours 4-6 hours 7-9 hours > 9 hours Total
Female 35,5% a 33,1% a 14,6% a 6,3% a 10,5% a 100%
Male 15,4% b 25,5% b 16,2% a 10,7% b 32,2% b 100%
Weekend Gaming Hours 0 hours 1-3 hours 4-6 hours 7-9 hours > 9 hours Total
Female 32% a 36,1% a 18,7% a 5,5% a 7,7% a 100%
Male 5,2% b 28,1% b 26,4% b 10,7% b 29,6% b 100%
Preferred Platform TV Console Handed Console Computer Mobile/Tablet Does not play Total
Female 10,5% a 5,2% a 8% a 45,7% a 30,6% a 100%
Male 46,4% b 5,8% a 28,1% b 16,2% b 3,5% b 100%
Preferred Game Type Action-Adventure Role-Strategy-Casual Simulators MMOs Unspecified Does not play Total
Female 8,3% a 3,3% a 8,3% a 39,7% a 9,9 % a 30,6% a 100%
Male 25,5% b 4,9% a 14,8% b 44,3% a 7% a 3,5% b 100%
Most Played Game Among Us Fortnite FIFA Various/Others/Unspecified None Total
Female 26,4% a 6,3% a 0,8% a 35,8% a 30,6% a 100%
Male 4,1% b 24,1% b 9,3% b 59,1% a 3,5% a 100%

Note. Each subscript letter denotes a subset of gender whose column proportions do not differ significantly from each other at the .05 level.

The scores obtained in social skills according to whether leisure time is primarily dedicated to video games (yes/no) are presented in Table III. Slightly higher communicative skills are observed when leisure time is spent on video games. In contrast, greater assertiveness and conflict resolution skills are found among those who do not dedicate their leisure time to video games.

TABLE III. Means, standard deviations, and multivariate analysis (MANOVA) of social skills according to leisure time dedicated to video games

SS YES NO Total F p ηp2 Power
CS 19.77 (7.19) 19.74 (7.81) 19.75 (7.61) .003 .956 .000 .050
AS 15.96 (3.70) 16.82 (3.21) 16.55 (3.39) 9.86 .002 .014 .880
CR 17.25 (5.37) 19.28 (5.07) 18.64 (5.25) 23.62 .000 .032 .998

Note. CS: Communicative Skills; AS: Assertiveness; CR: Conflict Resolution.

Likewise, the MANOVA results (Table III) indicated significant differences in the use of video games as a central leisure activity in relation to specific subscales of the social skills questionnaire [Wilks’ Lambda = .97, F(3, 704) = 8.06, p < .001, η²p = .033, power = .991]. Univariate analyses revealed significant differences in video game use for assertiveness [F(1, 706) = 9.86, p < .01, η²p = .014, power = .880] and conflict resolution [F(1, 706) = 23.62, p < .001, η²p = .032, power = .998], but not for communicative skills [F(1, 706) = .003, p > .05, η²p = .000, power = .050]. Therefore, individuals who do not play video games in their leisure time demonstrated better assertiveness (M = 16.82, SD = 3.21) and conflict resolution skills (M = 19.28, SD = 5.07) than those who do play them (assertiveness: M = 15.96, SD = 3.70; conflict resolution: M = 17.25, SD = 5.37).

When considering the number of years participants have been playing video games, those who had been playing for four to six years showed higher communicative skills, while those who had never played video games showed better assertiveness and conflict resolution skills (Table IV).

TABLE IV. Means, standard deviations, and multivariate analysis (MANOVA) of social skills according to years spent playing video games

SS 0 years 1-3 years 4-6 years 7-9 years + 9 years Total F p ηp2 Power
CS 20.31 (7.64) 19.45 (7.43) 20.47 (7.87) 18.64 (7.19) 19.67 (7.89) 19.75 (7.62) 1.56 .183 .009 .485
AS 17.18 (3.19) 16.76 (3.10) 16.57 (3.46) 16.20 (3.58) 15.93 (3.49) 16.55 (3.39) 2.38 .048 .013 .697
CR 20.02 (5.14) 18.47 (5.05) 18.37 (5.46) 18.30 (5.25) 18.28 (4.95) 18.65 (5.52) 2.59 .035 .015 .713

Note. CS: Communicative Skills; AS: Assertiveness; CR: Conflict Resolution.

Additionally, the MANOVA analyses revealed significant differences in social skills based on the number of years adolescents have been playing video games [Wilks’ Lambda = .969, F(12, 71854.963) = 1.844, p < .05, η²p = .010, power = .853]. Subsequent univariate analyses (Table IV) indicated significant differences only in the assertiveness [F(4, 703) = 2.389, p < .05, η²p = .013, power = .697] and conflict resolution [F(4, 703) = 2.596, p < .05, η²p = .015, power = .731] subscales of the social skills questionnaire. In contrast, the differences in the communicative skills scale [F(4, 703) = 1.562, p > .05, η²p = .009, power = .485] were not statistically significant.

Post hoc tests showed that adolescents who have never played video games demonstrated significantly higher assertiveness (M = 17.18; SD = 5.08) than those who have been playing for seven to nine years (M = 16.20; SD = 3.58) and more than nine years (M = 15.93; SD = 3.49). Similarly, adolescents who have never played video games (M = 20.02; SD = 5.14) exhibited greater conflict resolution skills compared to those who have been playing for seven to nine years (M = 18.30; SD = 5.25) and more than nine years (M = 18.28; SD = 4.95).

Taking into account the number of hours spent playing video games weekly (Table V), better communicative skills were found in adolescents who played between seven and nine hours per week, greater assertiveness in those who had never played video games, and higher conflict resolution skills in individuals who spent between one and three hours weekly playing video games.

TABLA V. Means, standard deviations, and multivariate analysis (MANOVA)

of social skills according to the number of hours spent playing video games during the week

SS 0 hours 1-3 hours 4-6 hours 7-9 hours + 9 hours Total F P ηp2 Power
CS 19.70 (7.47) 19.09 (7.57) 19.89 (7.86) 21.30 (8.04) 20.02 (7.50) 19.75 (7.62) 1.07 .368 .006 .340
AS 16.96 (3.11) 16.70 (3.37) 16.68 (3.16) 16.10 (3.61) 15.95 (3.77) 16.55 (3.39) 2.24 .063 .013 .659
CR 19.23 (5.03) 19.33 (5.45) 18.69 (4.94) 17.72 (5.25) 17.34 (5.23) 18.65 (5.25) 4.28 .002 .024 .929

Note. CS: Communicative Skills; AS: Assertiveness; CR: Conflict Resolution.

Similarly, the number of hours spent playing video games during the week showed significant differences in adolescents’ social skills [Wilks’ Lambda = .968, F(3, 701) = 1.935, p < .05, η²p = .011, power = .873]. The subsequent univariate analyses (Table V) revealed that significant differences emerged exclusively in the conflict resolution subscale of the social skills questionnaire [F(4, 703) = 4.283, p < .005, η²p = .024, power = .929]. For the remaining two subscales, the results were not statistically significant: communicative skills [F(4, 703) = 1.074, p > .05, η²p = .006, power = .340], and assertiveness [F(4, 703) = 2.247, p > .05, η²p = .013, power = .659]. Post hoc tests showed that adolescents who reported playing video games for more than 9 hours during the week (M = 17.34; SD = 5.23) had lower conflict resolution skills compared to those who never played video games (M = 19.23; SD = 5.03), and those who played between 1 and 3 hours weekly (M = 19.33; SD = 5.45).

Finally, regarding the number of hours spent playing video games during the weekend, better communicative skills were found in adolescents who played between 7 and 9 hours, whereas higher assertiveness and conflict resolution skills were observed among those who never played video games on weekends (Table VI). Accordingly, hours of video game use during the weekend were found to be significant for adolescents’ social skills [Wilks’ Lambda = .971, F(3, 701) = 1.917, p < .05, η²p = .012, power = .870]. The univariate analyses (Table VI) revealed no statistically significant differences for the communicative skills subscale [F(4, 703) = 1.596, p > .05, η²p = .009, power = .494] nor for assertiveness [F(4, 703) = 1.272, p > .05, η²p = .007, power = .400]. However, significant differences were found for the conflict resolution subscale [F(4, 703) = 3.438, p < .05, η²p = .019, power = .857]. Post hoc comparisons showed that adolescents who never played video games during the weekend (M = 19.78; SD = 5.00) demonstrated greater conflict resolution abilities compared to those who played between 4 and 6 hours (M = 17.88; SD = 5.07) and more than 9 hours (M = 17.85; SD = 5.41).

TABLA VI. Means, standard deviations, and multivariate analysis (MANOVA) of social skills according to the number of hours spent playing video games on weekends

SS 0 hours 1-3 hours 4-6 hours 7-9 hours + 9 hours Total F p ηp2 Power
CS 20.48 (7.39) 19.06 (7.67) 19.33 (7.62) 21.39 (7.30) 20.02 (7.81) 19.75 (7.62) 1.59 .412 .009 .494
AS 17.01 (3.19) 16.64 (3.52) 16.17 (3.41) 16.67 (2.77) 16.35 (3.59) 16.55 (3.39) 1.27 .631 .007 .400
CR 19.78 (5.00) 18.85 (5.42) 17.88 (5.07) 19.16 (4.78) 17.85 (5.41) 18.65 (5.52) 3.43 .026 .019 .857

Note. CS: Communicative Skills; AS: Assertiveness; CR: Conflict Resolution.

Discussion and Conclusions

The inappropriate or excessive use of video games is related to various problems in social skills, especially during adolescence. In fact, it has become a subject of emerging social and clinical concern, since there is evidence demonstrating a direct relationship between excessive video game use and an increase in difficulties with individuals’ social skills. Thus, the aim of this study was to determine the association between video game use and social skills in the adolescent population.

The results obtained appear to follow the expected direction according to the state of the art derived from the reviewed literature. On one hand, according to sociodemographic and descriptive data, it is observed that the typical adolescent does not have video games as their main leisure option (more prevalent among males), has been playing between four and six years (females: zero to three years; males: more than three years), and dedicates between one and three hours to this leisure activity both during the school week and on weekends (females: zero to three hours; males: more than three hours). Their preferred platform is the mobile phone or tablet for females, whereas for males it is the console connected to the television. Finally, for both genders, the favorite type of game is the online multiplayer (MMO), while Among Us (females) and Fortnite (males) are the most selected titles.

On the other hand, regarding the first hypothesis—which posits that those adolescents who have video games as their primary leisure activity will present lower scores on the social skills questionnaire—it is almost entirely confirmed. The data indicate that those adolescents who do not consider video games their main leisure activity show better levels of assertiveness and conflict resolution. However, although not statistically significant, descriptively higher communicative skills were observed in those who spend their leisure time playing video games. These results align with studies by Alave and Pampa (2018), Challco and Guzmán (2018), and Gallego-Domínguez and Marcelo-Martínez (2016), who consider that greater dependence on video games during adolescence leads to poorer social skills in this period.

The second hypothesis states that those adolescents with a longer history of video game use will obtain lower scores on the social skills scale, and this is also almost fully confirmed. In this case, the group of adolescents who never play video games present higher scores in assertiveness and conflict resolution scales than those who report playing between seven and nine years, or more than nine years. Additionally, descriptive data reveal better communicative skills in adolescents who have been playing video games between four and six years.

Analyzing the third hypothesis, which proposes an inverse relationship between the number of weekly hours dedicated to video games and social skills scores, it is partially confirmed again. Thus, the group of adolescents who spend more than nine hours per week playing video games exhibit lower conflict resolution ability compared to those who either never play video games or play between one and three hours per week. Moreover, better assertiveness is observed in adolescents who do not play video games during the week, and higher communicative skills are found in those who play video games between seven and nine hours per week. Given that social phenomena are clearly multifactorial, a plausible reason behind this finding might be the actual amount of time dedicated, as spending excessive time on video games—especially during adolescence—may hinder the development of good social skills (Griffiths, 2010).

Finally, the fourth hypothesis, which posits an inverse relationship between the number of hours played during the weekend and social skills scores, is partially confirmed. In this case, the group of adolescents who never play video games obtain better scores in the conflict resolution scale than those who report playing between four and six hours on weekends. Descriptively, adolescents who play between seven and nine hours on weekends show better communicative skills, while those who do not play on weekends score higher on assertiveness. Studies such as those by Medrano (2018) and Voltes (2018) argue that excessive video game use limits the optimal development of social interaction.

Taken together, these findings align with several studies that show a negative relationship between video game use and social skill levels (Campit, 2015; Männikkö et al., 2014), although, complementarily, they contradict other research suggesting that video games are either harmless entertainment (Kowert et al., 2014b; Mamani and Yupanqui, 2018) or may even have positive consequences (Kovess-Masfety et al., 2016; Thirunarayanan and Vilchez, 2012). A very important nuance in these latter studies is their assertion that proper use of video games could lead to positive outcomes. In other words, it is not video games themselves, but rather good usage of them that may allow for positive effects.

It is also noteworthy that the lowest conflict resolution scores were obtained by the group of adolescents who most identify video games as their first leisure option, have played for the longest time, and dedicate the most hours to them during both the school week and weekends. This may be because the mechanisms required to progress in video games are more often oriented toward competition—whether against other players or the game’s AI—and confrontation, whereas cooperation is the cornerstone of good social adjustment. Adolescents who play more video games might be primed to evoke more competitive rather than cooperative responses, a strategy frequently dysfunctional in social interaction contexts.

The present study has some limitations that must be considered when interpreting and generalizing the results. Most relate to the sample: it is not as large or as diverse as would be desirable. The focus was on the Galician adolescent population, but random sampling was not possible, and convenience sampling was used instead. Moreover, participants were only aged 12 to 18 and attending compulsory secondary education (ESO) or high school (Bachillerato), with no representation of youth studying vocational training or outside the educational environment. Future research would benefit from increasing both the sample size and diversity. It would also be valuable to explore questions not addressed here, such as whether young people play alone or accompanied, as this might be relevant for explaining the effects of video game use on social skills. Another interesting aspect would be applying the data collection tool used in this study to other Autonomous Communities in Spain to allow comparisons and broaden understanding of the results.

Focusing on the educational context, it is essential to develop pedagogical strategies that promote proper management of video game use by adolescents. Such strategies could include classroom activities fostering critical thinking about video games and their content. Students could analyze the representation of social relationships and conflicts in video games and engage in discussions about gender stereotypes present in virtual environments.

Additionally, establishing safe spaces in schools would allow adolescents to openly discuss their experiences with video games, contributing to a deeper understanding of individual and collective dynamics surrounding video game use. This would enable more effective adaptation of educational strategies.

Furthermore, the natural interest of young people in video games can be harnessed to integrate these games constructively and didactically into the school curriculum. This could involve creating educational projects linking video game themes with established learning objectives, fostering a more interactive and relevant pedagogical approach.

Finally, providing resources and guidance to parents and caregivers on how to supervise and support their children’s video game use positively and constructively is essential. Implementing these and other measures aims to create an educational environment that leverages the positive aspects of video games while mitigating their potential negative impact on the development of a vulnerable population such as adolescents.

Given the entrenched presence and ongoing expansion of the video game world, it is crucial to comprehensively understand its implications in order to address its use in an informed and responsible manner.

References

Alave, S. M., y Pampa, S. N. (2018). Relación entre dependencia a videojuegos y habilidades sociales en estudiantes de una institución educativa estatal de Lima Este [Unpublished bachelor thesis]. Universidad Peruana Unión.

Alfageme, B., y Sánchez, P. (2002). Aprendiendo habilidades con videojuegos. Comunicar, (19), 114-119. https://doi.org/10.3916/25491

Arjoranta, J. (2019). How to define games and why we need to. The Computer Games Journal, 8(3-4), 109-120. https://doi.org/10.1007/s40869-019-00080-6

Asociación Española de Videojuegos (Ed.) (2019). La industria del videojuego en España. Anuario 2019. Extraído de: https://bit.ly/3D39cue

Betina, A, y Contini, N. (2011). Las habilidades sociales en niños y adolescentes. Su importancia en la prevención de trastornos psicopatológicos. Fundamentos en Humanidades, 7(23),159-182. https://bit.ly/3uoUZoF

Betina, A. (2012). Las intervenciones en habilidades sociales: revisión y análisis desde una perspectiva salugénica. Psicología, Cultura y Sociedad, 12, 63-84. https://doi.org/10.18682/pd.v12i0.367

Blinka, L., y Mikuška, J. (2014). The role of social motivation and sociability of gamers in online game addiction. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 8(2). https://doi.org/10.5817/CP2014-2-6

Caldarella, P., Larsen, R. A., Williams, L., Wehby, J. H., Wills, H., y Kamps, D. (2017). Monitoring academic and social skills in elementary school: A psychometric evaluation of the Classroom Performance Survey. Journal of Positive Behavior Interventions, 19(2), 78-89. https://doi.org/10.1177/1098300716665081

Campit, J. B. (2015). Differences on the Level of Social Skills between Freshman Computer Gamers and Non-Gamers. Asia Pacific Journal of Multidisciplinary Research, 3(1), 65-72. https://bit.ly/3ijvqQS

Carras, M. C. (2015). Video game play, social interactions and friendship quality in adolescents: a latent class analysis [Doctoral dissertation, Johns Hopkins University]. Extraído de: https://bit.ly/39Q3vn1

Challco, S., y Guzmán, K. (2018). Uso de videojuegos y su relación con las habilidades sociales en estudiantes del área de ingenierías de la Unsa [Bachelor thesis, Universidad Nacional de San Agustín]. Extraído de: https://bit.ly/3ogcaHU

De Pasquale, C., Sciacca, F., Martinelli, V., Chiappedi, M., Dinaro, C., y Hichy, Z. (2020). Relationship of internet gaming disorder with psychopathology and social adaptation in italian young adults. International journal of environmental research and public health, 17(21), 8201. https://doi.org/10.3390/ijerph17218201

Dongil-Collado, E. y Cano-Vindel, A. (2014). Habilidades Sociales. Ministerio de Sanidad, Servicios Sociales e Igualdad. Extraído de: https://bit.ly/3UX4b2X

Eguia, J., Contreras, R., y Solano, L. (2013). Videojuegos: Conceptos, historia y su potencyl como herramienta para la educación. 3C TIC: cuadernos de desarrollo aplicados a las TIC, 1(2), 29-42. https://bit.ly/3AY1EZp

Esposito, N. (16-20 de junio de 2005). A Short and Simple Definition of What a Video Game Is [Ponencia de Congreso]. Digital Games Research Conference 2005, Changing Views: Worlds in Play, Vancouver. Extraído de: https://bit.ly/3HZt4TO

Fabricatore, C. (29-31 de octubre de 2007). Gameplay and game mechanics design: A key to quality in videogames. [Ponencia de Congreso]. OECD Expert Meeting on Videogames and Education, Santiago de Chile. Extraído de: https://bit.ly/3zYrgnz

Flores-Mamani, E., Garcia-Tejada, M. L., Calsina-Ponce, W. C., y Yapuchura-Sayco, A. (2016). Las habilidades sociales y la comunicación interpersonal de los estudiantes de la Universidad Nacional del Altiplano-Puno. Comuni@cción, 7(2), 05-14. https://bit.ly/3mh1NB7

Fritts, J. (n.d.). Computer y Video Game Genres. Extraído de: https://bit.ly/3kX34NW

Fumero, A., Marrero, R. J., Bethencourt, J. M., y Peñate, W. (2020). Risk factors of internet gaming disorder symptoms in Spanish adolescents. Computers in human behavior, 111, 106416. https://bit.ly/3olKr8H

Gallego-Domínguez, C. y Marcelo-Martínez, P. (28-30 de noviembre de 2016). Motivos, uso social y habilidades desarrolladas a través de los videojuegos [Ponencia de Congreso]. III Congreso Virtual Internacional sobre Innovación Pedagógica y Praxis Educativa, online. Extraído de: https://bit.ly/3ARpgyJ

Griffiths, M. D. (2010). Computer game playing and social skills: a pilot study. Aloma: Revista de Psicologia, Ciències de l´Educació i de l´Esport27, 301-310. https://bit.ly/2Wrz7w9

Kovess-Masfety, V., Keyes, K., Hamilton, A., Hanson, G., Bitfoi, A., Golitz, D., y Otten, R. (2016). Is time spent playing video games associated with mental health, cognitive and social skills in young children? Social psychiatry and psychiatric epidemiology, 51, 349-357. https://doi.org/10.1007/s00127-016-1179-6

Kowert, R. (2013). Gaming in a Social World: Examining the Relationship between Social Competence and Online Video Game Involvement [Doctoral dissertation, University of York]. Extraído de: https://bit.ly/3F99gea

Kowert, R., Domahidi, E., Festl, R., y Quandt, T. (2014a). Social gaming, lonely life? The impact of digital game play on adolescents’ social circles. Computers in human behavior, 36, 385-390. https://doi.org/10.1016/j.chb.2014.04.003

Kowert, R., Festl, R., y Quandt, T. (2014b). Unpopular, overweight, and socially inept: Reconsidering the stereotype of online gamers. Cyberpsychology, Behavior, and Social Networking, 17(3), 141-146. https://doi.org/10.1089/cyber.2013.0118

Leme, V. B. R., Del Prette, Z. A. P., y Coimbra, S. (2015). Social skills, social support and well-being in adolescents of different family configurations. Paidéia, 25(60), 9-17. https://doi.org/10.1590/1982-43272560201503

Loton, D. (2007). Problem video game playing, self esteem and social skills: an online study [Doctoral dissertation, Victoria University]. Extraído de: https://bit.ly/39PGKQf

Maleki, M., Mardani, A., Mitra-Chehrzad, M., Dianatinasab, M., y Vaismoradi, M. (2019). Social Skills in Children at Home and in Preschool. Behavioral Sciences, 9(7), 74. https://doi.org/10.3390/bs9070074

Mamani, S. M. A., y Yupanqui, S. N. P. (2018). Relación entre dependencia a videojuegos y habilidades sociales en estudiantes de una institución educativa estatal de Lima Este. Revista Muro de la Investigación, 3(2), 84-93. https://doi.org/10.17162/rccs.v11i1.1062

Männikkö, N., Mendes, L., Barbosa, F., y Reis, L. P. (2014). Health determinants related to digital game playing: A systematic review. Journal of Health Science, 4(3), 53-63. https://doi.org/10.5923/j.health.20140403.02

Männikkö, N., Ruotsalainen, H., Miettunen, J., Pontes, H. M., y Kääriäinen, M. (2020). Problematic gaming behaviour and health-related outcomes: A systematic review and meta-analysis. Journal of Health Psychology, 25(1), 67-81. https://doi.org/10.1177/1359105317740414

Medrano, H. (2018). Habilidades sociales en estudiantes de tercero, cuarto y quinto de secundaria víctimas y no víctimas de violencia familiar de una Institución Educativa pública en Lurín, Lima, 2018 [Bachelor thesis, Universidad César Vallejo]. Extraído de: https://bit.ly/2Y1wv8T

Morales, M., Benitez, M., y Agustín, D. (2013). Habilidades para la vida (cognitivas y sociales) en adolescentes de zona rural. Revista electrónica de investigación educativa, 15(3), 98-113. https://bit.ly/3mbyWxN

Oliva, A., Antolín, L., Pertegal, M. Á., Ríos, M., Parra, Á., Hernando, Á., y Reina, M. D. C. (2011). Instrumentos para la evaluación de la salud mental y el desarrollo positivo adolescente y los activos que lo promueven. Consejería de Salud de la Junta de Andalucía.

Pérez, Ó. (2011). Géneros de juegos y videojuegos: una aproximación desde diversas perspectivas teóricas. Comunicació: Revista de recerca i d´anàlisi, 28(1), 127-146. https://bit.ly/3oA8P6P

Reyna, C., y Brussino, S. A. (2015). Diferencias de edad y género en comportamiento social, temperamento y regulación emocional en niños argentinos. Acta Colombiana de Psicología, 18(2), 51-64. https://doi.org/10.14718/ACP.2015.18.2.5

Salavera, C., Usán, P., y Jarie, L. (2020). Styles of humor and social skills in students. Gender differences. Current Psychology, 39(2), 571-580. https://doi.org/10.1007/s12144-017-9770-x

Thirunarayanan, M. O., y Vilchez, M. (2012). Life skills develV-oped by those who have played in video game tournaments. Interdisciplinary Journal of Information, Knowledge, and Management, 7, 205-220.

Voltes, D. (2018). Incidencia y factores psicosociales y familiares vinculados a la adicción a internet y a los videojuegos online un estudio longitudinal en población adolescente [Unpublished doctoral dissertation]. Universidad de La Laguna.

You, S., Kim, E., y No, U. (2014). Impact of violent video games on the social behaviors of adolescents: The mediating role of emotional competence. School psychology international, 36(1), 94-111. https://doi.org/10.1177/0143034314562921

Yousef, S., Eapen, V., Zoubeidi, T., y Mabrouk, A. (2014). Behavioral correlation with television watching and videogame playing among children in the United Arab Emirates. International journal of psychiatry in clinical practice18(3), 203-207. https://doi.org/10.3109/13651501.2013.874442

Zamani, E., Kheradmand, A., Cheshmi, M., Abedi, A, y Hedayati, N. (2010). Comparing the social skills of students addicted to computer games with normal students. Journal of Addiction and Health, 2, 59-69. https://bit.ly/3inwa7D

Zavala, M. A., Valadez, M. D. L. D., y Vargas, M. D. C. (2017). Inteligencia emocional y habilidades sociales en adolescentes con alta aceptación social. Electronic Journal of Research in Education Psychology, 6(15), 321-339. https://bit.ly/3AYvuwG

Zorza, J. P., Marino, J., de Lemus, S., y Mesas, A. A. (2013). Academic performance and social competence of adolescents: Predictions based on effortful control and empathy. The Spanish journal of psychology, 16, 1-12. https://doi.org/10.1017/sjp.2013.87

Información de contacto / Contact info: Paula Frieiro. Universidad de Santiago de Compostela, Escuela Universitaria de Trabajo Social. E-mail: paulafrieiropadin@hotmail.com