info:eu-repo/semantics/article
COVID-19 y ritmo cardiaco en función a la ansiedad en adolescentes mientras juegan Fortnite: Caso Ecuador
COVID-19 and heart rate based on anxiety in adolescents while playing Fortnite: Ecuador case
Autor
Bonifaz-Díaz, Diego Raúl
Tite-Haro, María Belén
Haro-Lara, Aida Patricia
Resumen
El objetivo de la investigación fue investigar como varía el ritmo cardiaco en función a la ansiedad en adolescentes mientras juegan Fortnite en tiempo de COVID-19 entendida como una enfermedad contagiosa que ha modificado estilos de vida desarrollados aparentemente dentro de los contextos de la cotidianeidad. Ante las medidas emergentes tomadas especialmente por la cartera ministerial de Educación las clases presenciales tomaron una modalidad virtual de aprendizaje, aparentemente garantizadas por políticas, planes y programas que garantizan el aprendizaje y el uso del tiempo libre. Este aspecto ha permitido que se dedique mayor tiempo a juegos electrónicos especialmente de Fortnite y se genere ansiedad. Lo mencionado se ha comprobado a través de una metodología cuantitativa basada en la Escala de Ansiedad de Hamilton. Test que consta de 14 descriptores capaces de identificar síntomas tanto físicos como psicológicos. La ansiedad por jugar este video juego está directamente relacionada al aumento de ritmo cardiaco, se considera un problema de taquicardia cuando las pulsaciones por minuto superan el valor de 100 en momentos de sedentarismo, y algunos de los participantes de este trabajo investigativo superaron esta cantidad al jugar video juegos.
Palabras Clave: Juegos electrónicos, deporte, ocio, salud, tiempo libre.
ABSTRACT:
The objective of the research was to investigate how the heart rate varies according to anxiety in adolescents while playing Fortnite in time of COVID-19 understood as a contagious disease that has modified lifestyles apparently developed within the contexts of everyday life. Given the emerging measures taken especially by the Ministerial Ministry of Education, face-to-face classes took on a virtual learning modality, apparently guaranteed by policies, plans and programs that guarantee learning and the use of free time. This aspect has allowed more time to be devoted to electronic games, especially Fortnite, and generates anxiety. The aforementioned has been verified through a quantitative methodology based on the Hamilton Anxiety Scale. Test consisting of 14 descriptors capable of identifying both physical and psychological symptoms. Anxiety to play this video game is directly related to an increase in heart rate, it is considered a tachycardia problem when the beats per minute exceed the value of 100 in moments of sedentary lifestyle, and some of the participants in this research work exceeded this amount when playing video games.
Keywords: Electronic games, sport, leisure, health, free time.
Recibido: 11 de febrero de 2021; Aceptado: 21 de junio de 2021; Publicado: 09 de julio de 2021. The objective of the research was to investigate how the heart rate varies according to anxiety in adolescents while playing Fortnite in time of COVID-19 understood as a contagious disease that has modified lifestyles apparently developed within the contexts of everyday life. Given the emerging measures taken especially by the Ministerial Ministry of Education, face-to-face classes took on a virtual learning modality, apparently guaranteed by policies, plans and programs that guarantee learning and the use of free time. This aspect has allowed more time to be devoted to electronic games, especially Fortnite, and generates anxiety. The aforementioned has been verified through a quantitative methodology based on the Hamilton Anxiety Scale. Test consisting of 14 descriptors capable of identifying both physical and psychological symptoms. Anxiety to play this video game is directly related to an increase in heart rate, it is considered a tachycardia problem when the beats per minute exceed the value of 100 in moments of sedentary lifestyle, and some of the participants in this research work exceeded this amount when playing video games.
Keywords: Electronic games, sport, leisure, health, free time.