<?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>0120-3916</journal-id>
<journal-title><![CDATA[Revista Colombiana de Educación]]></journal-title>
<abbrev-journal-title><![CDATA[Rev. colomb. educ.]]></abbrev-journal-title>
<issn>0120-3916</issn>
<publisher>
<publisher-name><![CDATA[Universidad Pedagógica Nacional de Colombia]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S0120-39162022000100208</article-id>
<article-id pub-id-type="doi">10.17227/rce.num84-12076</article-id>
<title-group>
<article-title xml:lang="es"><![CDATA[Asociación entre el tiempo de uso de videojuegos y la tendencia a la agresividad en estudiantes universitarios Bogotá D. C.]]></article-title>
<article-title xml:lang="en"><![CDATA[Association Between the Time Spent Playing Video Games and the Tendency to Aggressiveness in University Students from Bogotá D.C.]]></article-title>
<article-title xml:lang="pt"><![CDATA[Associação entre o tempo gasto em videogame e a tendência à agressividade em estudantes universitários de Bogotá D.C.]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Fajardo-Santamaría]]></surname>
<given-names><![CDATA[Jesús Armando]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Santana-Espitia]]></surname>
<given-names><![CDATA[Ana Cristina]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Caldas-Quintero]]></surname>
<given-names><![CDATA[Carlos Andrés]]></given-names>
</name>
<xref ref-type="aff" rid="Aff"/>
</contrib>
</contrib-group>
<aff id="Af1">
<institution><![CDATA[,Universidad Manuela Beltrán  ]]></institution>
<addr-line><![CDATA[Bogotá ]]></addr-line>
<country>Colombia</country>
</aff>
<aff id="Af2">
<institution><![CDATA[,Universidad Pedagógica y Tecnológica de Colombia  ]]></institution>
<addr-line><![CDATA[Tunja ]]></addr-line>
<country>Colombia</country>
</aff>
<aff id="Af3">
<institution><![CDATA[,Universidad Manuela Beltrán  ]]></institution>
<addr-line><![CDATA[Bogotá ]]></addr-line>
<country>Colombia</country>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>04</month>
<year>2022</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>04</month>
<year>2022</year>
</pub-date>
<numero>84</numero>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_arttext&amp;pid=S0120-39162022000100208&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_abstract&amp;pid=S0120-39162022000100208&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.co/scielo.php?script=sci_pdf&amp;pid=S0120-39162022000100208&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="es"><p><![CDATA[Resumen En la actualidad, la investigación sobre los beneficios y perjuicios de los videojuegos en el bienestar psicológico de los individuos ha arrojado evidencia contradictoria en variables como el tiempo que se dedica a esta práctica y la expresión de la agresividad. Este artículo tiene como objetivo describir la asociación entre el tiempo que las personas dedican diariamente a los videojuegos y la tendencia a la agresividad. Se realizó un diseño correlacional de corte factorial (4 x 2 x 2 x 4) considerando variables de edad, sexo, tipo de universidad y tiempo diario de dedicación. Se aplicó un instrumento online de 20 ítems en escala Likert de 5 niveles de acuerdo con una muestra de 121 estudiantes universitarios de Bogotá D. C. El plan de análisis incluyó análisis factorial exploratorio en JASP 0.12.2.0 y análisis de varianza, análisis de varianza multivariado y descripción del perfil de la población de estudio en SPSS 24. Se obtuvieron tres factores de interés: ansiedad en el uso de los videojuegos, agresividad instrumental y agresividad verbal. Adicionalmente, se encontraron diferencias significativas entre jugadores casuales (menos de 2 horas diarias) y jugadores con tiempo diario de juego superior a 2 horas en ítems de insulto instrumental, aislamiento, manipulación emocional y troleo. Se discuten las implicaciones teóricas de los hallazgos y se ofrecen estrategias para disminuir el impacto del tiempo de ocio de pantalla, resaltando el potencial educativo de los videojuegos dentro de límites temporales adecuados con el propósito de prevenir futuros desórdenes de adicción a los videojuegos.]]></p></abstract>
<abstract abstract-type="short" xml:lang="en"><p><![CDATA[Abstract Currently, research on the benefits and harm of video games on the psychological well-being of individuals has produced contradictory evidence on variables such as the time spent on this practice and the expression of aggressiveness. This study aims to describe the association between the time that people spend daily on video games and the tendency to aggressiveness. A factorial cut correlational design (4 x 2 x 2 x 4) was carried out considering variables of age, sex, type of university and daily time of dedication. An online instrument of 20 items on a 5-level Likert scale was applied to a sample of 121 university students from Bogotá D.C. The analysis plan included exploratory factor analysis in JASP 0.12.2.0 and analysis of variance, multivariate analysis of variance and description of the profile of the study population in SPSS 24. Three factors of interest were obtained: anxiety in the use of video games, instrumental aggressiveness and verbal aggressiveness. Additionally, significant differences were found between casual players (less than 2 hours a day) and players with a time playing videogames greater than 2 hours per day in items of instrumental insult, isolation, emotional manipulation and trolling. The theoretical implications of the findings are discussed and strategies are offered to reduce the impact of screen leisure time, highlighting the educational potential of video games within adequate time limits in order to prevent future video game addiction disorders.]]></p></abstract>
<abstract abstract-type="short" xml:lang="pt"><p><![CDATA[Resumo Atualmente, pesquisas sobre os benefícios e danos dos videogames no bem-estar psicológico dos indivíduos têm produzido evidências contraditórias sobre variáveis omo o tempo gasto nessa prática e a expressão de agressividade. Este estudo tem como objetivo descrever a associação entre o tempo que as pessoas passam diariamente em videogames e a tendência à agressividade. Foi realizado um delineamento correlacional de corte fatorial (4 x 2 x 2 x 4) considerando variáveis de idade, sexo, tipo de universidade e tempo diário de dedicação. Um instrumento on-line de 20 itens em uma escala Likert de 5 níveis foi aplicado de acordo com uma amostra de 121 estudantes universitários de Bogotá, D.C. O plano de análise incluiu análise fatorial exploratória no JASP 0.12.2.0 e análise de variância, análise multivariada de variância e descrição do perfil da população estudada no SPSS 24. Foram obtidos três fatores de interesse: ansiedade no uso de videogame, agressividade instrumental e agressividade verbal. Além disso, foram encontradas diferenças significativas entre jogadores casuais (menos de 2 horas por dia) e jogadores com tempo diário de jogo superior a 2 horas em itens de insulto instrumental, isolamento, manipulação emocional e trolling. As implicações teóricas dos resultados são discutidas e são oferecidas estratégias para diminuir o impacto do tempo de lazer na tela, destacando o potencial educacional dos videogames dentro de prazos adequados, a fim de evitar futuros transtornos de dependência de videogames.]]></p></abstract>
<kwd-group>
<kwd lng="es"><![CDATA[videojuegos]]></kwd>
<kwd lng="es"><![CDATA[uso del tiempo]]></kwd>
<kwd lng="es"><![CDATA[agresividad]]></kwd>
<kwd lng="es"><![CDATA[salud mental]]></kwd>
<kwd lng="es"><![CDATA[universidades]]></kwd>
<kwd lng="en"><![CDATA[video games]]></kwd>
<kwd lng="en"><![CDATA[time management]]></kwd>
<kwd lng="en"><![CDATA[aggression]]></kwd>
<kwd lng="en"><![CDATA[mental health]]></kwd>
<kwd lng="en"><![CDATA[universities]]></kwd>
<kwd lng="pt"><![CDATA[videogames]]></kwd>
<kwd lng="pt"><![CDATA[uso do tempo]]></kwd>
<kwd lng="pt"><![CDATA[agressividade]]></kwd>
<kwd lng="pt"><![CDATA[saúde mental]]></kwd>
<kwd lng="pt"><![CDATA[universidades]]></kwd>
</kwd-group>
</article-meta>
</front><back>
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