Social Anxiety, Risk Perception, and Problematic Use of Mobile Phones and Video Games: A Gender Perspective

<b>Background:</b> Adolescents spend much of their leisure time using technological devices, especially mobile phones and video games, making their use susceptible to becoming problematic. <b>Objectives:</b> This study aims to examine the relationship between social anxiety and risk perception in problematic mobile phone use (PMU) and problematic video game use (PVGU) among adolescents aged 10 to 16, considering potential gender differences. <b>Methods:</b> A total of 757 participants completed the Spanish version of the Cuestionario de uso problemático de nuevas tecnologías (UPNT), the Mobile Phone Problem Use Scale for Adolescents (MPPUSA), and the Social Anxiety Scale for Children-Revised (SASC-R). <b>Results:</b> Boys reported higher PVGU scores, and significant differences were observed between genders in perceptions of risks associated with both PMU and PVGU. No differences emerged in overall social anxiety or its subfactors. Within each gender, positive associations were observed between PMU, PVGU, and social anxiety. Predictive models explained up to 63% of the variance, identifying different risk and protective factors for boys and girls. <b>Conclusions:</b> Both PMU and PVGU should be analyzed from a gender perspective. Although there are similarities between genders, relevant differences highlight the need for tailored preventive strategies.

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Publication Details

Journal
Healthcare
Published
2025-11-07
DOI
https://doi.org/10.3390/healthcare13222831
Citations
1
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
4.20
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article

Social Anxiety, Risk Perception, and Problematic Use of Mobile Phones and Video Games: A Gender Perspective

Rosario Ruiz‐Olivares, Valentina Lucena, Antonio Raya, Antonio Ruiz‐García
1 citations
Healthcare
Impact of Technology on Adolescents
4.20
article

Social Anxiety, Risk Perception, and Problematic Use of Mobile Phones and Video Games: A Gender Perspective

Rosario Ruiz‐Olivares, Valentina Lucena, Antonio Raya, Antonio Ruiz‐García
article en
1 citations

Abstract

<b>Background:</b> Adolescents spend much of their leisure time using technological devices, especially mobile phones and video games, making their use susceptible to becoming problematic. <b>Objectives:</b> This study aims to examine the relationship between social anxiety and risk perception in problematic mobile phone use (PMU) and problematic video game use (PVGU) among adolescents aged 10 to 16, considering potential gender differences. <b>Methods:</b> A total of 757 participants completed the Spanish version of the Cuestionario de uso problemático de nuevas tecnologías (UPNT), the Mobile Phone Problem Use Scale for Adolescents (MPPUSA), and the Social Anxiety Scale for Children-Revised (SASC-R). <b>Results:</b> Boys reported higher PVGU scores, and significant differences were observed between genders in perceptions of risks associated with both PMU and PVGU. No differences emerged in overall social anxiety or its subfactors. Within each gender, positive associations were observed between PMU, PVGU, and social anxiety. Predictive models explained up to 63% of the variance, identifying different risk and protective factors for boys and girls. <b>Conclusions:</b> Both PMU and PVGU should be analyzed from a gender perspective. Although there are similarities between genders, relevant differences highlight the need for tailored preventive strategies.

HealthcareVol. 13(22)
University of Córdoba (ES)
Openalex Percentile: Top 5%
Impact of Technology on Adolescents
4.20
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