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	<front>
		<journal-meta>
			<journal-id journal-id-type="publisher-id">pse</journal-id>
			<journal-title-group>
				<journal-title>Psychology, Society &amp; Education</journal-title>
				<abbrev-journal-title abbrev-type="publisher">Psychol. soc. educ.</abbrev-journal-title>
			</journal-title-group>
			<issn pub-type="ppub">2171-2085</issn>
			<publisher>
				<publisher-name>Universidad de Córdoba</publisher-name>
			</publisher>
		</journal-meta>
		<article-meta>
			<article-id pub-id-type="publisher-id">00002</article-id>
			<article-id pub-id-type="doi">10.21071/psye.v16i1.16718</article-id>
			<article-categories>
				<subj-group subj-group-type="heading">
					<subject>Article</subject>
				</subj-group>
			</article-categories>
			<title-group>
				<article-title>Relationship between the consumption of PEGI18 video games with explicit violence, bullying, and cyberbullying</article-title>
				<trans-title-group xml:lang="es">
					<trans-title>Relación entre el consumo de videojuegos PEGI18 con violencia explícita, <italic>bullying</italic> y <italic>cyberbullying</italic></trans-title>
				</trans-title-group>
			</title-group>
			<contrib-group>
				<contrib contrib-type="author">
					<name>
						<surname>Rial-Boubeta</surname>
						<given-names>Antonio</given-names>
					</name>
					<role content-type="http://credit.niso.org/contributor-roles/conceptualization/">Conceptualization</role>
					<role content-type="http://credit.niso.org/contributor-roles/visualization/">Visualization</role>
					<role content-type="http://credit.niso.org/contributor-roles/writing-review-editing/">Writing - review &amp; editing</role>
                    <xref ref-type="aff" rid="aff1"><sup>1</sup></xref>
				</contrib>
				<contrib contrib-type="author">
					<name>
						<surname>Theotonio</surname>
						<given-names>Álvaro</given-names>
					</name>
					<role content-type="http://credit.niso.org/contributor-roles/formal-analysis/">Formal Analysis</role>
					<role content-type="http://credit.niso.org/contributor-roles/writing-original-draft/">Writing - original draft</role>
					<xref ref-type="corresp" rid="c1">*</xref>
                    <xref ref-type="aff" rid="aff1b"><sup>1</sup></xref>
				</contrib>
				<contrib contrib-type="author">
					<name>
						<surname>Neira-de Paz</surname>
						<given-names>Alejandro</given-names>
					</name>
					<role content-type="http://credit.niso.org/contributor-roles/investigation/">Investigation</role>
					<role content-type="http://credit.niso.org/contributor-roles/software/">Software</role>
                    <xref ref-type="aff" rid="aff1"><sup>1</sup></xref>
				</contrib>
				<contrib contrib-type="author">
					<name>
						<surname>Braña-Tobío</surname>
						<given-names>Teresa</given-names>
					</name>
					<role content-type="http://credit.niso.org/contributor-roles/methodology/">Methodology</role>
					<role content-type="http://credit.niso.org/contributor-roles/project-administration/">Project administration</role>
					<role content-type="http://credit.niso.org/contributor-roles/resources/">Resources</role>
                    <xref ref-type="aff" rid="aff1"><sup>1</sup></xref>
				</contrib>
				<contrib contrib-type="author">
					<name>
						<surname>Varela-Mallou</surname>
						<given-names>Jesús</given-names>
					</name>
					<role content-type="http://credit.niso.org/contributor-roles/data-curation/">Data curation</role>
					<role content-type="http://credit.niso.org/contributor-roles/supervision/">Supervision</role>
					<role content-type="http://credit.niso.org/contributor-roles/validation/">Validation</role>
                    <xref ref-type="aff" rid="aff1"><sup>1</sup></xref>
				</contrib>
			</contrib-group>
				<aff id="aff1">
          <label>1</label>
					<institution content-type="original"> Universidade de Santiago de Compostela, Santiago de Compostela (Spain)</institution>
					<institution content-type="normalized">Universidade de Santiago de Compostela</institution>
					<addr-line>
						<named-content content-type="city">Santiago de Compostela</named-content>
					</addr-line>
					<country country="ES">Spain</country>
				</aff>
				<aff id="aff1b">
          <label>1</label>
					<institution content-type="original"> Universidade de Santiago de Compostela, Santiago de Compostela (Spain)</institution>
					<institution content-type="normalized">Universidade de Santiago de Compostela</institution>
					<addr-line>
						<named-content content-type="city">Santiago de Compostela</named-content>
					</addr-line>
					<country country="ES">Spain</country>
					<email>alvaro.fernandez.theotonio@rai.usc.es</email>
				</aff>
			<author-notes>
				<corresp id="c1">
					<label>* <italic>Corresponding author:</italic></label> Álvaro Theotonio. Departamento de Psicología Social, Básica y Metodología, Facultad de Psicología, Universidade de Santiago de Compostela, Calle Xosé María Suárez Núñez s/n, 15782, Santiago de Compostela, Spain. <email>alvaro.fernandez.theotonio@rai.usc.es</email>
				</corresp>
				<fn fn-type="conflict" id="fn2">
					<label>Declaration of interests</label>
					<p> The authors declare that there is no conflict of interest.</p>
				</fn>
				<fn fn-type="other" id="fn3">
					<label>Data availability statement</label>
					<p> Research data are not shared.</p>
				</fn>
			</author-notes>
			<!--<pub-date date-type="collection" publication-format="electronic">
				<season>Jan-Mar</season>
				<year>2024</year>
			</pub-date>
			<pub-date date-type="pub" publication-format="electronic">
				<day>30</day>
				<month>03</month>
				<year>2024</year>
			</pub-date>-->
			<pub-date pub-type="epub-ppub">
				<season>Jan-Mar</season>
				<year>2024</year>
			</pub-date>
			<volume>16</volume>
			<issue>1</issue>
			<fpage>10</fpage>
			<lpage>19</lpage>
			<history>
				<date date-type="received">
					<day>27</day>
					<month>11</month>
					<year>2023</year>
				</date>
				<date date-type="rev-recd">
					<day>08</day>
					<month>03</month>
					<year>2024</year>
				</date>
				<date date-type="accepted">
					<day>19</day>
					<month>03</month>
					<year>2024</year>
				</date>
			</history>
			<permissions>
				<license license-type="open-access" xlink:href="https://creativecommons.org/licenses/by-nc-sa/4.0/" xml:lang="en">
					<license-p>This is an open-access article distributed under the terms of the Creative Commons Attribution License</license-p>
				</license>
			</permissions>
			<abstract>
				<title>ABSTRACT</title>
				<p>Bullying is one of the most common victimizing experiences in childhood and adolescence, with important emotional correlates. The scientific literature has shown that exposure to violent content is associated with a greater predisposition to perpetrate and/or be a victim of bullying or cyberbullying. Different studies have highlighted the importance that the consumption of certain types of video games (with explicit violent content) can have at this level. The present study aimed to analyze the relationship between the consumption of violent video games (labeled as PEGI18) and the rates of bullying and cyberbullying. An exploratory study was carried out, accessing 15 educational centers and a total sample of 2,083 primary and secondary school students (10-17 years old). A self-administered questionnaire was used which included the <italic>European Bullying Intervention Project Questionnaire</italic> and the <italic>European Cyberbullying Intervention Project Questionnaire</italic>, along with items related to video games use. The results show the existence of a statistically significant relationship between the consumption of violent video games, bullying, and cyberbullying, especially at early ages. These findings highlight the need for a more effective regulation, which ensures an adjustment between the video games consumed and the age of the user.</p>
			</abstract>
			<trans-abstract xml:lang="es">
				<title>RESUMEN</title>
				<p>El acoso escolar conforma una de las experiencias victimizantes más comunes en la infancia y la adolescencia. La literatura científica ha evidenciado que la exposición a contenidos violentos se asocia a una mayor predisposición a la hora de perpetrar y/o ser víctima de acoso o de ciberacoso. En este sentido, diferentes estudios han destacado la importancia que el consumo de determinado tipo de videojuegos puede tener a este nivel. El presente trabajo tuvo como objetivo analizar la relación entre el consumo de videojuegos PEGI18 con contenidos de violencia explícita y las tasas de <italic>bullying</italic> y <italic>cyberbullying</italic>. Se llevó a cabo un estudio de carácter exploratorio, accediendo a una muestra total de 2,083 estudiantes de primaria y secundaria con edades comprendidas entre los 10 y los 17 años. Se empleó un cuestionario autoadministrado que incluía el <italic>European Bullying Intervention Project Questionnaire</italic> y el <italic>European Cyberbullying Intervention Project Questionnaire</italic>, junto a ítems relativos al consumo de videojuegos. Los resultados permiten constatar la existencia de una relación estadísticamente significativa entre el consumo de videojuegos violentos, el <italic>bullying</italic> y el <italic>cyberbullying</italic>, especialmente a edades tempranas. Los hallazgos remarcan la necesidad de una regulación más eficaz, que asegure un ajuste entre los videojuegos consumidos y la edad del usuario.</p>
			</trans-abstract>
			<kwd-group xml:lang="en">
				<title>Keywords:</title>
				<kwd>PEGI</kwd>
				<kwd>Bullying</kwd>
				<kwd>Cyberbullying</kwd>
				<kwd>Violence</kwd>
				<kwd>Video games</kwd>
				<kwd>Adolescents</kwd>
			</kwd-group>
			<kwd-group xml:lang="es">
				<title>Palabras clave:</title>
				<kwd>PEGI</kwd>
				<kwd>Bullying</kwd>
				<kwd>Cyberbullying</kwd>
				<kwd>Violencia</kwd>
				<kwd>Videojuegos</kwd>
				<kwd>Adolescentes</kwd>
			</kwd-group>
			<counts>
				<fig-count count="0"/>
				<table-count count="8"/>
				<ref-count count="45"/>
				<page-count count="10"/>
			</counts>
		</article-meta>
	</front>
	<body>
		<p>School bullying is one of the most prevalent victimizing experiences in both childhood and adolescence worldwide, becoming considered a global public health problem (<xref ref-type="bibr" rid="B29">Moore et al., 2017</xref>; <xref ref-type="bibr" rid="B42">UNESCO, 2019</xref>). According to the study carried out by UNICEF-Spain with a sample of 50,000 secondary education students, the rate of victimization of bullying and cyberbullying in Spain would be 33.6% and 22.5% respectively (<xref ref-type="bibr" rid="B3">Andrade et al., 2021</xref>). These rates are consistent with the data provided by <xref ref-type="bibr" rid="B42">UNESCO itself (2019</xref>), indicating that one in three adolescents worldwide could suffer some form of school bullying. Although there are several definitions of bullying, one of the most accepted is the one proposed by <xref ref-type="bibr" rid="B31">Olweus (1993</xref>), who defines it as a repeated and deliberate form of aggression perpetrated by one or more people towards another who has a reduced ability to defend themselves. The same author, with the aim of identifying behaviors that constitute a pattern of bullying, proposed in 2012 the use of three fundamental criteria: (1) the behavior corresponds to negative (aggressive) and intentionally harmful behavior; (2) the behavior has been repeated over time; (3) occurs in a context of interpersonal relationships characterized by a power imbalance in favor of the perpetrator over the victim (<xref ref-type="bibr" rid="B32">Olweus, 2012</xref>). Although this behavior has traditionally been limited to the school context, since the massive rise of Relation, Information, and Communication Technologies (RICT) (<xref ref-type="bibr" rid="B15">Gabelas &amp; Lazo, 2020</xref>), this dynamic has been generalized to other contexts, such as the communitary, the familiar, or even to virtual spaces such as social networks. Although RICT offer benefits at different levels, it is also known that they may entail certain risks that can affect emotional well-being and coexistence among equals (<xref ref-type="bibr" rid="B27">Martínez-Ferrer et al., 2018</xref>), constituting a context especially prone to the development of new dynamics of harassment, such as the phenomenon of cyberbullying itself.</p>
		<p>Cyberbullying can be defined as a behavior carried out through digital media by an individual or group, who repeatedly communicate hostile messages with the intention of causing harm or discomfort to third parties (<xref ref-type="bibr" rid="B40">Tokunaga, 2010</xref>). In this regard, although certain similarities between school bullying and cyberbullying have traditionally been raised, and sometimes, they develop concurrently (<xref ref-type="bibr" rid="B36">Pichel et al., 2022</xref>), one of the most relevant differential characteristics of the latter is the possibility of perpetrating it through technological means. Therefore, while bullying stops when the victim leaves the school, victims of cyberbullying do not have a safe place, extending beyond the school context and chasing them to their own homes (<xref ref-type="bibr" rid="B1">Álvarez-García et al., 2015</xref>; <xref ref-type="bibr" rid="B40">Tokunaga, 2010</xref>). This provides the aggressor with greater control over the victim, since the harassing behaviors stop only when the aggressor decides to do so (<xref ref-type="bibr" rid="B11">Estévez et al., 2020</xref>). On the other hand, while bullying takes place at a certain time and context, cyberbullying can extend indefinitely, and can even affect multiple people simultaneously (<xref ref-type="bibr" rid="B43">Vaillancourt et al., 2017</xref>). Different consequences associated with both cases have been highlighted in the literature, emphasizing their impact on mental health in general and on self-harming behaviors (actions carried out by a person with the aim of harming themselves, without constituting an explicit suicide attempt), in suicidal ideation, or even suicide (<xref ref-type="bibr" rid="B19">Hinduja &amp; Patchin, 2019</xref>; <xref ref-type="bibr" rid="B25">Li et al., 2022</xref>).</p>
		<p>It has been also observed that some behaviors produced in the context of RICT are associated with a greater predisposition to perpetrate and/or be a victim of bullying and cyberbullying. Recent studies have confirmed that problematic internet use constitutes a risk factor for victimization (<xref ref-type="bibr" rid="B8">Çevic et al., 2021</xref>), as does frequent, intensive, and unsupervised use of social networks themselves, which would increase both the risk of victimization and perpetration (<xref ref-type="bibr" rid="B6">Bauerová &amp; Kopřivová, 2023</xref>; <xref ref-type="bibr" rid="B12">Feijóo et al., 2021a</xref>; <xref ref-type="bibr" rid="B21">Kaloeti et al., 2021</xref>). Other investigations specifically allude to the possible effect derived from the regular consumption of violent content and the desensitization that it can produce, in terms of behaviors contrary to coexistence (<xref ref-type="bibr" rid="B5">Bae, 2021</xref>; <xref ref-type="bibr" rid="B45">Zhou et al., 2023</xref>). For this reason, in recent years, growing concern has arisen in the scientific community about the possible implications associated with one of the vectors of access to this type of content: video games.</p>
		<p>The video game industry constitutes a business sector of great expansion, reaching a turnover in Spain in 2022 of more than 2,012 million euros, more than double that of cinema, theater, and recorded music combined (<xref ref-type="bibr" rid="B4">Asociación Española de Videojuegos, 2023</xref>). The use of video games has been consolidated as the main source of leisure and entertainment in childhood and adolescence (<xref ref-type="bibr" rid="B3">Andrade et al., 2021</xref>; <xref ref-type="bibr" rid="B22">King &amp; Potenza, 2019</xref>), concentrating the highest percentage of consumers in Spain on the age group between 11 and 14 years old followed by 6 to 11, with 84% and 79% of players respectively (<xref ref-type="bibr" rid="B4">Asociación Española de Videojuegos, 2023</xref>).</p>
		<p>Concerning video game use, there is some controversy regarding the implications that the consumption of titles with explicit violence may have. Although some authors point to a non-significant relationship between the consumption of violent video games and the manifestation of violent behavior (<xref ref-type="bibr" rid="B10">Drummond et al., 2020</xref>; <xref ref-type="bibr" rid="B14">Ferguson et al., 2020</xref>), another part of the literature does refer to significant effects (<xref ref-type="bibr" rid="B28">Mathur &amp; Vanderweele, 2019</xref>; <xref ref-type="bibr" rid="B30">Olejarnic &amp; Romano, 2023</xref>; <xref ref-type="bibr" rid="B37">Prescott et al., 2018</xref>; <xref ref-type="bibr" rid="B41">Uçur &amp; Dönmez, 2022</xref>). In particular, some studies have observed that children who regularly play video games with high violent content are more likely to internalize values contrary to coexistence (<xref ref-type="bibr" rid="B26">López-Gómez et al., 2022</xref>) and to perpetrate both bullying and cyberbullying behaviors (<xref ref-type="bibr" rid="B39">Teng et al., 2022</xref>). To address this issue and from a preventive perspective, the Pan European Game Information (PEGI) was developed, an European initiative whose main objective is to provide consumers, and especially parents, with a reference that allows them to choose the most suitable video games according to the age of the user, allowing consumers to limit exposure to inappropriate content (<xref ref-type="bibr" rid="B34">PEGI, 2015</xref>).</p>
		<p>The PEGI system is composed, on the one hand, of labels relating to the minimum recommended age of the player (3, 7, 12, 16, and 18 years old) and, on the other hand, of icons describing the content present in the game itself (e.g., violence, foul language, fear…) (<xref ref-type="bibr" rid="B35">PEGI, 2017</xref>). The interaction between both categories is of special interest since the content descriptors acquire one nature or another depending on the age category in which they are contained. For example, the content descriptor “violence” included in a video game labeled PEGI 7 (minimum recommended age of 7 years), indicates the presence of some not realistic violence or not detailed. However, the same violence descriptor in a video game labeled PEGI 18 refers, in this case, to explicit manifestations of violence of a realistic and brutal nature (<xref ref-type="bibr" rid="B35">PEGI, 2017</xref>). However, despite the existence of said video games “labeling”, recent reports warn that in Spain almost half of the adolescents who regularly play video games do so with PEGI18 video games (<xref ref-type="bibr" rid="B3">Andrade et al., 2021</xref>).</p>
		<p>In response to the interest generated by the consumption of video games and the controversy raised by the impact that certain content can generate in childhood and adolescence, the present study is proposed with the general objective of analyzing the relationship between the consumption of PEGI18 video games (with explicit violence), bullying, and cyberbullying. More concretely, two specific objectives are proposed: (1) analyze the relationship between the consumption of video games classified as PEGI18 (with content of explicit violence) and victimization or aggression due to bullying, and cyberbullying, and (2) study the possible modulating role of the age variable in said relationship. Finally, there are two underlying hypotheses that we intend to test: (H1) the existence of a statistically significant relationship between the consumption of PEGI18 video games, bullying, and cyberbullying (both in victimization and aggression), and (H2) the greatest magnitude of this relationship at early ages.</p>
		<sec sec-type="methods">
			<title>Method</title>
			<sec>
				<title>Participants</title>
				<p>To achieve the objectives set, a selective methodology was used. Through intentional sampling we accessed 15 primary and secondary educational centers in the autonomous community of Galicia, Spain, being 13 of them public and two of them private schools. After cleaning the data file, the final sample for analysis consisted of a total of 2,083 minors, aged between 10 and 17 years (<italic>M</italic> = 13.42; <italic>SD</italic> = 2.11). Regarding our sample, 50.4% identified with female gender.</p>
			</sec>
			<sec>
				<title>Procedure</title>
				<p>Prior to data collection, the collaboration of the educational centers and the informed consent of the parents or legal guardians were requested. The data was collected between September 2021 and June 2022 through a self-administered questionnaire in the classrooms of the centers themselves by members of the research team. The participants were informed of the objective of the study, and the voluntary nature of their participation was emphasized, also ensuring the anonymity and confidentiality of their responses. The approximate time to complete the questionnaire was 20 minutes.</p>
			</sec>
			<sec>
				<title>Instruments</title>
				<p>The questionnaire used consisted of three blocks. The first referred to sociodemographic variables, such as gender, grade, and age of the participants.</p>
				<p>Secondly, a block related to bullying and cyberbullying was included. In the first case, the Spanish version of the <italic>European Bullying Intervention Project Questionnaire</italic> (EBIPQ) (<xref ref-type="bibr" rid="B33">Ortega-Ruiz et al., 2016</xref>) was used, which consists of 14 items arranged in two subscales of seven items each, one related to victimization and the other to the perpetration of behaviors that constitute bullying. Both subscales presented an optimal internal consistency, with Cronbach’s α values of .82 and .79 respectively. In the case of cyberbullying, the Spanish version of the <italic>European Cyberbullying Intervention Project Questionnaire</italic> (ECIPQ) (<xref ref-type="bibr" rid="B33">Ortega-Ruiz et al., 2016</xref>) was used, which consists of 22 items also arranged in two subscales, one for victimization and the other for perpetration. The Cronbach’s alpha obtained for the subscales was .83 and .80, respectively. In the case of both <italic>EBIPQ</italic> and <italic>ECIPQ</italic>, the items have a Likert-type response format, referring to the frequency with which different behaviors occur, with 5 options: 1 = <italic>No</italic>; 2 = <italic>Yes, once or twice</italic>; 3 = <italic>Yes, once or twice a month</italic>; 4 = <italic>Yes, once a week</italic>; 5 = <italic>Yes, several times a week</italic>.</p>
				<p>Finally, in the third block video game consumption habits were explored, evaluating issues such as frequency and intensity or the type of video games consumed. The playing frequency was evaluated through a Likert-type item with 5 response alternatives: “How often do you usually play video games?” 1 = <italic>Never,</italic> 2 = <italic>Almost never,</italic> 3 = <italic>Once a month,</italic> 4 = <italic>Once a week</italic>, and 5 = <italic>Every or almost every day.</italic> The gaming intensity was collected through the item: “In general, how many hours do you usually spend weekly playing video games?”, directly recording the numerical value in question. Finally, a list was drawn up with the 25 best-selling video games, according to the data published by the <xref ref-type="bibr" rid="B4">Asociación Española de Videojuegos (2023</xref>) and which each participant had to mark, based on their gaming habits. These were subsequently classified as PEGI18 or not, according to the criteria of <xref ref-type="bibr" rid="B34">PEGI (2015</xref>). This list is shown in <xref ref-type="table" rid="t1">Table 1</xref>. An important part of the titles included could be included under the genres Battle Royale (Fortnite, PlayerUnknown’s Battlegrounds, or Apex Legends), MOBA (League of Legends or Dota 2), and Shooter (Counter-Strike or Call of Duty).</p>
				<p>
					<table-wrap id="t1">
						<label>Table 1</label>
						<caption>
							<title><italic>List of video games used and PEGI classification</italic></title>
						</caption>
						<table frame="hsides" rules="groups">
							<colgroup>
								<col/>
								<col/>
								<col/>
								<col/>
							</colgroup>
							<thead>
								<tr>
									<th align="left">Videogame</th>
									<th align="center">PEGI</th>
									<th align="left">Videogame</th>
									<th align="center">PEGI</th>
								</tr>
							</thead>
							<tbody>
								<tr>
									<td align="left">Animal Crossing</td>
									<td align="center">3</td>
									<td align="left">Clash Royale</td>
									<td align="center">7</td>
								</tr>
								<tr>
									<td align="left">Fall Guys</td>
									<td align="center">3</td>
									<td align="left">Fortnite</td>
									<td align="center">12</td>
								</tr>
								<tr>
									<td align="left">Just Dance</td>
									<td align="center">3</td>
									<td align="left">Dota 2</td>
									<td align="center">12</td>
								</tr>
								<tr>
									<td align="left">Fifa</td>
									<td align="center">3</td>
									<td align="left">World of Warcraft</td>
									<td align="center">12</td>
								</tr>
								<tr>
									<td align="left">PES</td>
									<td align="center">3</td>
									<td align="left">League of Legends</td>
									<td align="center">12</td>
								</tr>
								<tr>
									<td align="left">Rocket League</td>
									<td align="center">3</td>
									<td align="left">Valorant</td>
									<td align="center">16</td>
								</tr>
								<tr>
									<td align="left">Candy Crush</td>
									<td align="center">3</td>
									<td align="left">PlayerUnknown’s Battlegrounds</td>
									<td align="center">16</td>
								</tr>
								<tr>
									<td align="left">Clash of Clans</td>
									<td align="center">7</td>
									<td align="left">Apex Legends</td>
									<td align="center">16</td>
								</tr>
								<tr>
									<td align="left">Among us</td>
									<td align="center">7</td>
									<td align="left">Counter-Strike</td>
									<td align="center">18</td>
								</tr>
								<tr>
									<td align="left">Minecraft</td>
									<td align="center">7</td>
									<td align="left">Call of Duty</td>
									<td align="center">18</td>
								</tr>
								<tr>
									<td align="left">Pokémon</td>
									<td align="center">7</td>
									<td align="left">Grand Theft Auto</td>
									<td align="center">18</td>
								</tr>
								<tr>
									<td align="left">Mario</td>
									<td align="center">7</td>
									<td align="left">Red Dead Redemption 2</td>
									<td align="center">18</td>
								</tr>
								<tr>
									<td align="left">Roblox</td>
									<td align="center">7</td>
									<td align="left"></td>
									<td align="left"></td>
								</tr>
							</tbody>
						</table>
					</table-wrap>
				</p>
			</sec>
			<sec>
				<title>Data analysis</title>
				<p>Data was analyzed using a classic uni and bivariate tabulation, with χ<sup>2</sup> contrasts for the comparison of percentages. In addition, Cramer’s V coefficient was calculated to estimate effect sizes. Different binary logistic regression analyses were also carried out, adjusted for both gender and age with the intention of being able to statistically control the possible effect of both variables. The analyses were carried out using the IBM SPSS Statistics v.25 statistical package.</p>
			</sec>
		</sec>
		<sec sec-type="results">
			<title>Results</title>
			<p>Firstly, as shown in <xref ref-type="table" rid="t2">Table 2</xref>, in relation to bullying the overall percentage of victims, bully-victims, and perpetrators was 25.2%, 14.3% and 4.4% respectively. The overall rates of victimization (adding pure victims and bully-victims) and perpetration (perpetrators and bully-victims) are also shown, which amount to 39.5% and 18.7%, respectively. No statistically significant differences have been observed by gender in terms of overall victimization rates (40% vs. 38.7%), but they appeared in the specific profiles of bullying, with a significantly higher percentage of pure victims being found in the case of the female gender (χ<sup>2</sup> = 9.57; <italic>p</italic> &lt; .001), while on males there were statistically significant higher rates of bully-victims (χ<sup>2</sup> = 9.29; <italic>p</italic> &lt; .001) and perpetrators (χ<sup>2</sup> = 7.49; <italic>p</italic> &lt; .05). A relatively similar pattern is found with respect to age, since, although no significant differences are observed with respect to overall victimization, a trend of increasing perpetration rates with age is observed. In any case, the observed differences reveal a small effect size.</p>
			<p>
				<table-wrap id="t2">
					<label>Table 2</label>
					<caption>
						<title><italic>Bullying and cyberbullying rates (global, by gender, and by age)</italic></title>
					</caption>
					<table frame="hsides" rules="groups">
						<colgroup>
							<col/>
							<col/>
							<col span="4"/>
							<col span="5"/>
						</colgroup>
						<thead>
							<tr>
								<th align="left"></th>
								<th align="center"></th>
								<th align="center" colspan="4">Gender</th>
								<th align="center" colspan="5">Age group</th>
							</tr>
							<tr>
								<th align="left"></th>
								<th align="center">Global</th>
								<th align="center">Female</th>
								<th align="center">Male</th>
								<th align="center">χ<sup>2</sup></th>
								<th align="center">V</th>
								<th align="center">10-12</th>
								<th align="center">13-14</th>
								<th align="center">15-17</th>
								<th align="center">χ<sup>2</sup></th>
								<th align="center">V</th>
							</tr>
						</thead>
						<tbody>
							<tr>
								<td align="left" colspan="11">Bullying</td>
							</tr>
							<tr>
								<td align="left">Victims</td>
								<td align="center">25.2%</td>
								<td align="center">28.1%</td>
								<td align="center">22.1%</td>
								<td align="center">9.57**</td>
								<td align="center">.07</td>
								<td align="center">27.2%</td>
								<td align="center">26%</td>
								<td align="center">22.1%</td>
								<td align="center">5.51*</td>
								<td align="center">.05</td>
							</tr>
							<tr>
								<td align="left">Bully-victims</td>
								<td align="center">14.3%</td>
								<td align="center">11.9%</td>
								<td align="center">16.6%</td>
								<td align="center">9.29*</td>
								<td align="center">.07</td>
								<td align="center">11.4%</td>
								<td align="center">16.7%</td>
								<td align="center">15.2%</td>
								<td align="center">8.6*</td>
								<td align="center">.07</td>
							</tr>
							<tr>
								<td align="left">Perpetrators</td>
								<td align="center">4.4%</td>
								<td align="center">3.2%</td>
								<td align="center">5.7%</td>
								<td align="center">7.49*</td>
								<td align="center">.06</td>
								<td align="center">1.5%</td>
								<td align="center">4.6%</td>
								<td align="center">7.3%</td>
								<td align="center">29.73*</td>
								<td align="center">.06</td>
							</tr>
							<tr>
								<td align="left">Victimization</td>
								<td align="center">39.5%</td>
								<td align="center">40%</td>
								<td align="center">38.7%</td>
								<td align="center">0.3</td>
								<td align="center">---</td>
								<td align="center">38.6%</td>
								<td align="center">42.7%</td>
								<td align="center">37.3%</td>
								<td align="center">3.82</td>
								<td align="center">---</td>
							</tr>
							<tr>
								<td align="left">Perpetration</td>
								<td align="center">18.7%</td>
								<td align="center">15.1%</td>
								<td align="center">22.3%</td>
								<td align="center">17.31**</td>
								<td align="center">.09</td>
								<td align="center">12.9%</td>
								<td align="center">21.3%</td>
								<td align="center">22.5%</td>
								<td align="center">26.02**</td>
								<td align="center">.04</td>
							</tr>
							<tr>
								<td align="left" colspan="11">Cyberbullying</td>
							</tr>
							<tr>
								<td align="left">Victims</td>
								<td align="center">9.3%</td>
								<td align="center">11.5%</td>
								<td align="center">7%</td>
								<td align="center">12.02**</td>
								<td align="center">.08</td>
								<td align="center">6.1%</td>
								<td align="center">11.6%</td>
								<td align="center">11.1%</td>
								<td align="center">15.23**</td>
								<td align="center">.09</td>
							</tr>
							<tr>
								<td align="left">Bully-victims</td>
								<td align="center">5.8%</td>
								<td align="center">4.2%</td>
								<td align="center">7.4%</td>
								<td align="center"> 9.26*</td>
								<td align="center">.07</td>
								<td align="center">2.8%</td>
								<td align="center">5.7%</td>
								<td align="center">9%</td>
								<td align="center">25.43**</td>
								<td align="center">.11</td>
							</tr>
							<tr>
								<td align="left">Perpetrators</td>
								<td align="center">4.3%</td>
								<td align="center">3.8%</td>
								<td align="center">4.8%</td>
								<td align="center">1.43</td>
								<td align="center">---</td>
								<td align="center">1.9%</td>
								<td align="center">5.1%</td>
								<td align="center">6.2%</td>
								<td align="center">17.49**</td>
								<td align="center">.09</td>
							</tr>
							<tr>
								<td align="left">Victimization</td>
								<td align="center">15.2%</td>
								<td align="center">15.9%</td>
								<td align="center">14.4%</td>
								<td align="center">0.79</td>
								<td align="center">---</td>
								<td align="center">8.9%</td>
								<td align="center">17.3%</td>
								<td align="center">20.1%</td>
								<td align="center">38.45**</td>
								<td align="center">.14</td>
							</tr>
							<tr>
								<td align="left">Perpetration</td>
								<td align="center">10.1%</td>
								<td align="center">8.1%</td>
								<td align="center">12.3%</td>
								<td align="center">9.94*</td>
								<td align="center">.07</td>
								<td align="center">4.7%</td>
								<td align="center">10.8%</td>
								<td align="center">15.2%</td>
								<td align="center">44.4**</td>
								<td align="center">.15</td>
							</tr>
						</tbody>
					</table>
					<table-wrap-foot>
						<fn id="TFN1">
							<p>*<italic>p</italic> &lt; .05; **<italic>p</italic> &lt; .001.</p>
						</fn>
					</table-wrap-foot>
				</table-wrap>
			</p>
			<p>Regarding the rates of cyberbullying, 9.3% of victims, 5.8% of bully-victims, and finally 4.3% of perpetrators were observed, which translates into 15.2% of overall victimization and 10.1% of perpetration. Again, gender does not imply a difference in terms of global victimization, but it does at the level of specific profiles, with higher rates of pure victims in the female gender (χ<sup>2</sup> = 12.01; <italic>p</italic> &lt; .001) and of bully-victims in the male gender (χ<sup>2</sup> = 9.26; <italic>p</italic> &lt; .051). No significant differences were observed in the case of pure perpetrators. Regarding age group, significant differences have been found both at a global level (victimization and aggression) and in the different cyberbullying profiles, with higher percentages found in the older age groups.</p>
			<p>Regarding video game consumption, 66.1% of the adolescents indicated that they play video games at least once a month, while 52.8% played every week (<xref ref-type="table" rid="t3">Table 3</xref>), with an average of 8.64 hours per week (<italic>SD</italic> = 10.45). It should also be noted that 3.2% could be considered “intensive gamers” since they usually spend more than 30 hours each week playing video games. On the other hand, 32.1% of the global sample reported playing PEGI18 video games with content of explicit violence (47% of players). Considering gender, significant differences have been observed in terms of frequency of play, intensity, and consumption of PEGI18 video games, with higher rates always found in the male gender. In relation to the age group, despite not finding significant differences in the percentage of regular players, they were found both in the percentage of intensive players and in the percentage of PEGI18 video game consumption.</p>
			<p>
				<table-wrap id="t3">
					<label>Table 3</label>
					<caption>
						<title><italic>Descriptives of video game consumption (frequency, intensity, and PEGI18)</italic></title>
					</caption>
					<table frame="hsides" rules="groups">
						<colgroup>
							<col/>
							<col/>
							<col span="4"/>
							<col span="5"/>
						</colgroup>
						<thead>
							<tr>
								<th align="left"></th>
								<th align="center"></th>
								<th align="center" colspan="4">Gender</th>
								<th align="center" colspan="5">Age group</th>
							</tr>
							<tr>
								<th align="left"></th>
								<th align="center">Global</th>
								<th align="center">Female</th>
								<th align="center">Male</th>
								<th align="center">χ<sup>2</sup></th>
								<th align="center">V</th>
								<th align="center">10-12</th>
								<th align="center">13-14</th>
								<th align="center">15-17</th>
								<th align="center">χ<sup>2</sup></th>
								<th align="center">V</th>
							</tr>
						</thead>
						<tbody>
							<tr>
								<td align="left">Regular players<sup>1</sup> (%)</td>
								<td align="center">52.8%</td>
								<td align="center">24.7%</td>
								<td align="center">81.9%</td>
								<td align="center">668.16**</td>
								<td align="center">.57</td>
								<td align="center">56%</td>
								<td align="center"> 52.3%</td>
								<td align="center">49.9%</td>
								<td align="center">5.65</td>
								<td align="center">---</td>
							</tr>
							<tr>
								<td align="left">Intensive players<sup>2</sup> (%)</td>
								<td align="center">3.2%</td>
								<td align="center">0.8%</td>
								<td align="center">6.6%</td>
								<td align="center">35.21**</td>
								<td align="center">.15</td>
								<td align="center">2.3%</td>
								<td align="center">5.6%</td>
								<td align="center">4.7%</td>
								<td align="center">8.95*</td>
								<td align="center">.07</td>
							</tr>
							<tr>
								<td align="left">PEGI18 (%)</td>
								<td align="center">47%</td>
								<td align="center">31.4%</td>
								<td align="center">55.5%</td>
								<td align="center">75.27**</td>
								<td align="center">.23</td>
								<td align="center">31.3%</td>
								<td align="center">54.6%</td>
								<td align="center">58.5%</td>
								<td align="center">87.62**</td>
								<td align="center">.25</td>
							</tr>
						</tbody>
					</table>
					<table-wrap-foot>
						<fn id="TFN2">
							<p><italic>Note</italic>. <sup>1</sup>They play every week; <sup>2</sup>More than 30 hours per week (<xref ref-type="bibr" rid="B3">Andrade et al., 2021</xref>).</p>
						</fn>
						<fn id="TFN3">
							<p>*<italic>p</italic> &lt; .05; **<italic>p</italic> &lt; .001.</p>
						</fn>
					</table-wrap-foot>
				</table-wrap>
			</p>
			<p>As shown in <xref ref-type="table" rid="t4">Table 4</xref>, the analyses carried out confirm a significant association between the consumption of PEGI18 video games and the overall rates of bullying and cyberbullying. In the first case, significant differences were found only at the level of global perpetration (χ<sup>2</sup> = 42.39; <italic>p</italic> &lt; .05), but in the second both in perpetration (χ<sup>2</sup> = 29.41; <italic>p</italic> &lt; .001), and in victimization (χ<sup>2</sup> = 17.94; <italic>p</italic> &lt; .001). These results partially confirm the first working hypothesis, since in the case of bullying the differences found were limited only to perpetration.</p>
			<p>
				<table-wrap id="t4">
					<label>Table 4</label>
					<caption>
						<title><italic>PEGI18 video game consumption and rates of bullying and cyberbullying (victimization and perpetration)</italic></title>
					</caption>
					<table frame="hsides" rules="groups">
						<colgroup>
							<col/>
							<col/>
							<col span="2"/>
							<col span="2"/>
						</colgroup>
						<thead>
							<tr>
								<th align="left"></th>
								<th align="left"></th>
								<th align="center" colspan="2">PEGI18</th>
								<th align="left" colspan="2"></th>
							</tr>
							<tr>
								<th align="left"></th>
								<th align="center">Global</th>
								<th align="center">No</th>
								<th align="center">Yes</th>
								<th align="center">χ<sup>2</sup></th>
								<th align="center">V</th>
							</tr>
						</thead>
						<tbody>
							<tr>
								<td align="left" colspan="6">Bullying</td>
							</tr>
							<tr>
								<td align="left">Victimization</td>
								<td align="center"> 39.4%</td>
								<td align="center">38.4%</td>
								<td align="center">42.4%</td>
								<td align="center">2.56</td>
								<td align="center">---</td>
							</tr>
							<tr>
								<td align="left">Perpetration</td>
								<td align="center"> 18.7%</td>
								<td align="center">15.4%</td>
								<td align="center">28.3%</td>
								<td align="center">42.39**</td>
								<td align="center">.15</td>
							</tr>
							<tr>
								<td align="left" colspan="6">Cyberbullying</td>
							</tr>
							<tr>
								<td align="left">Victimization</td>
								<td align="center"> 15.3%</td>
								<td align="center">13.3%</td>
								<td align="center">21.1%</td>
								<td align="center">17.94**</td>
								<td align="center">.09</td>
							</tr>
							<tr>
								<td align="left">Perpetration</td>
								<td align="center"> 10.2%</td>
								<td align="center">8%</td>
								<td align="center">16.4%</td>
								<td align="center">29.41**</td>
								<td align="center">.12</td>
							</tr>
						</tbody>
					</table>
					<table-wrap-foot>
						<fn id="TFN4">
							<p>*<italic>p</italic> &lt; .05; **<italic>p</italic> &lt; .001.</p>
						</fn>
					</table-wrap-foot>
				</table-wrap>
			</p>
			<p>Analyses considering gender (<xref ref-type="table" rid="t5">Table 5</xref>) and age group (<xref ref-type="table" rid="t6">Table 6</xref>) were carried out. In relation to gender, it has been observed that for females the differences are notable in the case of victimization (especially in cyberbullying), while for in males rates are greater in perpetration (both in bullying and cyberbullying). Regarding age, the differences are significant and more intense in the youngest group (10-12 years), both for victimization and perpetration and in both bullying and cyberbullying. These differences reduce with age, even disappearing in the 15-17-year-old group, which allows us to confirm the second hypothesis of this work.</p>
			<p>
				<table-wrap id="t5">
					<label>Table 5</label>
					<caption>
						<title><italic>Levels of victimization and perpetration according to the consumption of PEGI 18 video games by gender</italic></title>
					</caption>
					<table frame="hsides" rules="groups">
						<colgroup>
							<col/>
							<col span="8"/>
						</colgroup>
						<thead>
							<tr>
								<th align="left"></th>
								<th align="center" colspan="8">Gender</th>
							</tr>
							<tr>
								<th align="left"></th>
								<th align="center" colspan="4">Female</th>
								<th align="center" colspan="4">Male</th>
							</tr>
							<tr>
								<th align="left"></th>
								<th align="center">Not PEGI18</th>
								<th align="center">PEGI18</th>
								<th align="center">χ<sup>2</sup></th>
								<th align="center">V</th>
								<th align="center">Not PEGI18</th>
								<th align="center">PEGI18</th>
								<th align="center">χ<sup>2</sup></th>
								<th align="center">V</th>
							</tr>
						</thead>
						<tbody>
							<tr>
								<td align="left" colspan="9">Bullying</td>
							</tr>
							<tr>
								<td align="left">Victimization</td>
								<td align="center">41.3%</td>
								<td align="center">57.7%</td>
								<td align="center">11.49**</td>
								<td align="center">.15</td>
								<td align="center">36.6%</td>
								<td align="center">41%</td>
								<td align="center">1.78</td>
								<td align="center">---</td>
							</tr>
							<tr>
								<td align="left">Perpetration</td>
								<td align="center">15.8%</td>
								<td align="center">23.7%</td>
								<td align="center">4.46*</td>
								<td align="center">.1</td>
								<td align="center">17.3%</td>
								<td align="center">27.4%</td>
								<td align="center">12.73**</td>
								<td align="center">.12</td>
							</tr>
							<tr>
								<td align="left" colspan="9">Cyberbullying</td>
							</tr>
							<tr>
								<td align="left">Victimization</td>
								<td align="center">15.1%</td>
								<td align="center">37.4%</td>
								<td align="center">30.77**</td>
								<td align="center">.25</td>
								<td align="center">10.6%</td>
								<td align="center">18.3%</td>
								<td align="center">10.16**</td>
								<td align="center">.11</td>
							</tr>
							<tr>
								<td align="left">Perpetration</td>
								<td align="center">9.8%</td>
								<td align="center">14.8%</td>
								<td align="center">2.71</td>
								<td align="center">---</td>
								<td align="center">7.6%</td>
								<td align="center">16.2%</td>
								<td align="center">15.16**</td>
								<td align="center">.13</td>
							</tr>
						</tbody>
					</table>
					<table-wrap-foot>
						<fn id="TFN5">
							<p>*<italic>p</italic> &lt; .05; **<italic>p</italic> &lt; .001.</p>
						</fn>
					</table-wrap-foot>
				</table-wrap>
			</p>
			<p>
				<table-wrap id="t6">
					<label>Table 6</label>
					<caption>
						<title><italic>Levels of victimization and perpetration according to the consumption of PEGI18 video games by age group</italic></title>
					</caption>
					<table frame="hsides" rules="groups">
						<colgroup>
							<col/>
							<col span="12"/>
						</colgroup>
						<thead>
							<tr>
								<th align="left"></th>
								<th align="center" colspan="12">Age group</th>
							</tr>
							<tr>
								<th align="left"></th>
								<th align="center" colspan="4">10-12</th>
								<th align="center" colspan="4">13-14</th>
								<th align="center" colspan="4">15-17</th>
							</tr>
							<tr>
								<th align="left"></th>
								<th align="center">Not PEGI18</th>
								<th align="center">PEGI18</th>
								<th align="center">χ<sup>2</sup></th>
								<th align="center">V</th>
								<th align="center">Not PEGI18</th>
								<th align="center">PEGI18</th>
								<th align="center">χ<sup>2</sup></th>
								<th align="center">V</th>
								<th align="center">Not PEGI18</th>
								<th align="center">PEGI18</th>
								<th align="center">χ<sup>2</sup></th>
								<th align="center">V</th>
							</tr>
						</thead>
						<tbody>
							<tr>
								<td align="left" colspan="13">Bullying</td>
							</tr>
							<tr>
								<td align="left">Victimization</td>
								<td align="center">37.5%</td>
								<td align="center">51.5%</td>
								<td align="center">9.95**</td>
								<td align="center">.14</td>
								<td align="center">41.1%</td>
								<td align="center">46.7%</td>
								<td align="center">1.35</td>
								<td align="center">---</td>
								<td align="center">40.3%</td>
								<td align="center">38.9%</td>
								<td align="center">0.1</td>
								<td align="center">---</td>
							</tr>
							<tr>
								<td align="left">Perpetration</td>
								<td align="center">11.7%</td>
								<td align="center">23%</td>
								<td align="center">11.38**</td>
								<td align="center">.15</td>
								<td align="center">18.4%</td>
								<td align="center">26.6%</td>
								<td align="center">3.97*</td>
								<td align="center">.1</td>
								<td align="center">24.6%</td>
								<td align="center">28.3%</td>
								<td align="center">0.77</td>
								<td align="center">---</td>
							</tr>
							<tr>
								<td align="left" colspan="13">Cyberbullying</td>
							</tr>
							<tr>
								<td align="left">Victimization</td>
								<td align="center">7.4%</td>
								<td align="center">17.5%</td>
								<td align="center">12.27**</td>
								<td align="center">.15</td>
								<td align="center">14.9%</td>
								<td align="center">24.4%</td>
								<td align="center">5.81*</td>
								<td align="center">.12</td>
								<td align="center">21.6%</td>
								<td align="center">24.7%</td>
								<td align="center">0.61</td>
								<td align="center">---</td>
							</tr>
							<tr>
								<td align="left">Perpetration</td>
								<td align="center">3.3%</td>
								<td align="center">11.4%</td>
								<td align="center">13.82**</td>
								<td align="center">.16</td>
								<td align="center">11.12%</td>
								<td align="center">14.7%</td>
								<td align="center">1.1</td>
								<td align="center">---</td>
								<td align="center">15.8%</td>
								<td align="center">20.2%</td>
								<td align="center">1.46</td>
								<td align="center">---</td>
							</tr>
						</tbody>
					</table>
					<table-wrap-foot>
						<fn id="TFN6">
							<p>*<italic>p</italic> &lt; .05; **<italic>p</italic> &lt; .001.</p>
						</fn>
					</table-wrap-foot>
				</table-wrap>
			</p>
			<p>Finally, a binary logistic regression was carried out, using victimization and perpetration of bullying and cyberbullying as criterion variables and the consumption of PEGI18 video games as a predictor, adjusting the analysis by gender and by age. For the latter, the original quantitative data were used, without grouping. <xref ref-type="table" rid="t7">Table 7</xref> shows the Nagelkerke <italic>R</italic><sup><italic>2</italic></sup> obtained for each model and the β coefficients associated with each variable. As can be seen in the <xref ref-type="table" rid="t8">Table 8</xref>, in all cases PEGI18 presents a statistically significant weight, both for bullying and cyberbullying. According to the Odd Ratio (OR) obtained, the weight of the PEGI is lower in bullying (1.49 and 1.57) than in cyberbullying (2.16 and 1.73). On the other hand, in relation to the gender variable, a significant weight has only been found with respect to victimization (both on bullying and cyberbullying), not with respect to perpetration. Male gender showed lower probabilities of victimization in both cases (OR = 0.67 and 0.49). Finally, age is a significant predictor except in bullying victimization, observing that the older the age, the greater the probability of victimization and perpetration tends to be, especially in the case of cyberbullying.</p>
			<p>
				<table-wrap id="t7">
					<label>Table 7</label>
					<caption>
						<title><italic>Equations of the Nagelkerke models and R<sup>2</sup></italic></title>
					</caption>
					<table frame="hsides" rules="groups">
						<colgroup>
							<col/>
							<col span="4"/>
							<col/>
						</colgroup>
						<thead>
							<tr>
								<th align="left" rowspan="2"></th>
								<th align="center" colspan="4">Model equation</th>
								<th align="center" rowspan="2">Nagelkerke R<sup>2</sup></th>
							</tr>
							<tr>
								<th align="center">Constant</th>
								<th align="center">β<sub>1</sub> (PEGI)</th>
								<th align="center">β<sub>2</sub> (Gender)</th>
								<th align="center">β<sub>3</sub> (Age)</th>
							</tr>
						</thead>
						<tbody>
							<tr>
								<td align="left" colspan="6">Bullying</td>
							</tr>
							<tr>
								<td align="left">Victimization</td>
								<td align="center">0.46</td>
								<td align="center">0.4</td>
								<td align="center">-0.4</td>
								<td align="center">---</td>
								<td align="center">.02</td>
							</tr>
							<tr>
								<td align="left">Perpetration</td>
								<td align="center">-3.12</td>
								<td align="center">0.49</td>
								<td align="center">---</td>
								<td align="center">0.12</td>
								<td align="center">.04</td>
							</tr>
							<tr>
								<td align="left" colspan="6">Cyberbullying</td>
							</tr>
							<tr>
								<td align="left">Victimization</td>
								<td align="center">-3.49</td>
								<td align="center">0.77</td>
								<td align="center">-0.71</td>
								<td align="center">0.15</td>
								<td align="center">.07</td>
							</tr>
							<tr>
								<td align="left">Perpetration</td>
								<td align="center">4.83</td>
								<td align="center">0.54</td>
								<td align="center">---</td>
								<td align="center">0.19</td>
								<td align="center">.05</td>
							</tr>
						</tbody>
					</table>
				</table-wrap>
			</p>
			<p>
				<table-wrap id="t8">
					<label>Table 8</label>
					<caption>
						<title><italic>Binary logistic regression adjusted for gender and age</italic></title>
					</caption>
					<table frame="hsides" rules="groups">
						<colgroup>
							<col/>
							<col/>
							<col span="2"/>
							<col span="2"/>
							<col span="2"/>
						</colgroup>
						<thead>
							<tr>
								<th align="left"></th>
								<th align="left"></th>
								<th align="center" colspan="2">PEGI</th>
								<th align="center" colspan="2">Gender</th>
								<th align="center" colspan="2">Age</th>
							</tr>
							<tr>
								<th align="left"></th>
								<th align="center"><italic>n</italic> (%)</th>
								<th align="center">OR<sup>1</sup></th>
								<th align="center">IC<sup>2</sup> (95%)</th>
								<th align="center">OR<sup>1</sup></th>
								<th align="center">IC<sup>2</sup> (95%)</th>
								<th align="center">OR<sup>1</sup></th>
								<th align="center">IC<sup>2</sup> (95%)</th>
							</tr>
						</thead>
						<tbody>
							<tr>
								<td align="left" colspan="8">Bullying</td>
							</tr>
							<tr>
								<td align="left">Victimization</td>
								<td align="center">808 (39.4)</td>
								<td align="center">1.49**</td>
								<td align="center">(1.18,1.87)</td>
								<td align="center">0.67**</td>
								<td align="center">(0.53, 0.84)</td>
								<td align="center">0.95</td>
								<td align="center">(0.9, 1)</td>
							</tr>
							<tr>
								<td align="left">Perpetration</td>
								<td align="center">383 (18.7)</td>
								<td align="center">1.57**</td>
								<td align="center">(1.19, 2.1)</td>
								<td align="center">1.18</td>
								<td align="center">(0.89, 1.58)</td>
								<td align="center">1.12**</td>
								<td align="center">(1.05, 1.2)</td>
							</tr>
							<tr>
								<td align="left" colspan="8">Cyberbullying</td>
							</tr>
							<tr>
								<td align="left">Victimization</td>
								<td align="center">311 (15.3)</td>
								<td align="center">2.16**</td>
								<td align="center">(1.59, 2.93)</td>
								<td align="center">0.49**</td>
								<td align="center">(0.36, 0.66)</td>
								<td align="center">1.15**</td>
								<td align="center">(1.08, 1.24)</td>
							</tr>
							<tr>
								<td align="left">Perpetration</td>
								<td align="center">207 (10.2)</td>
								<td align="center">1.73**</td>
								<td align="center">(1.21, 2.46)</td>
								<td align="center"> 0.95</td>
								<td align="center">(0.66, 1.36)</td>
								<td align="center">1.2*</td>
								<td align="center">(1.11, 1.31)</td>
							</tr>
						</tbody>
					</table>
					<table-wrap-foot>
						<fn id="TFN7">
							<p><italic>Note</italic>. <sup>1</sup>OR = Odds ratio; <sup>2</sup>IC = Confidence Interval.</p>
						</fn>
						<fn id="TFN8">
							<p>*<italic>p</italic> &lt; .05; **<italic>p</italic> &lt; .001.</p>
						</fn>
					</table-wrap-foot>
				</table-wrap>
			</p>
		</sec>
		<sec sec-type="discussion">
			<title>Discussion</title>
			<p>This work was proposed with the fundamental objective of analyzing the relationship between the consumption of video games classified as PEGI18 (with content of explicit violence), bullying, and cyberbullying.</p>
			<p>Despite not being an objective of the study itself, the data collected have made it possible to verify, first, high rates of bullying and cyberbullying (both victimization and perpetration), which serves to emphasize the warnings that institutions such as <xref ref-type="bibr" rid="B42">UNESCO (2019</xref>) or UNICEF (<xref ref-type="bibr" rid="B3">Andrade et al., 2021</xref>) have been making, which indicate that around one in three adolescents in the world could be a victim of bullying. Different authors insist on this same idea, both in Spain (<xref ref-type="bibr" rid="B36">Pichel et al., 2022</xref>) and internationally (<xref ref-type="bibr" rid="B20">Jadambaa et al., 2019</xref>). The differences found by gender and age are also consistent with the literature (<xref ref-type="bibr" rid="B12">Feijóo et al., 2021a</xref>; <xref ref-type="bibr" rid="B13">Feijóo et al., 2021b</xref>; <xref ref-type="bibr" rid="B44">Walters, 2021</xref>), which justifies the need to definitively adopt a gender approach.</p>
			<p>As far as the consumption of video games is concerned, it has been confirmed that these constitute one of the main leisure channels for adolescents today, both in terms of frequency of use (two out of every three adolescents play video games at least once a month) and intensity (8.64 hours per week on average). Both data are similar to those offered by both <xref ref-type="bibr" rid="B4">Asociación Española de Videojuegos itself (2023</xref>) and <xref ref-type="bibr" rid="B3">Andrade et al. (2021</xref>). Significant differences have been found based on gender, with higher rates in both frequency and intensity in the case of the male gender. These results are again consistent with previous research (<xref ref-type="bibr" rid="B3">Andrade et al., 2021</xref>), and can be partially explained by the original fact that traditional video games would be designed by and for men, reflecting these rates the historical trajectory of the video game industry (<xref ref-type="bibr" rid="B23">Kuss &amp; Griffiths, 2012</xref>). On the other hand, recent studies confirm a greater presence of male characters than female characters, being the latter notably sexualized and generally adopting secondary roles (<xref ref-type="bibr" rid="B24">Leonhardt &amp; Overå, 2021</xref>; <xref ref-type="bibr" rid="B38">Skowronsky et al., 2021</xref>).</p>
			<p>Focusing on the main objective of this work, it has been observed that there is a relatively high usage of PEGI 18 video games (featuring explicit violence content) among adolescents. Specifically, 32.1% of the global sample reported playing PEGI 18 video games, with this figure rising to 47% among those who play video games at least once a month. These percentages are, again, higher in male gender, which coincides with the data provided by <xref ref-type="bibr" rid="B3">Andrade et al. (2021</xref>). A partial explanation of this phenomenon could be that this type of video games offers players the opportunity to satisfy needs and motivations associated with dominant roles or with a greater interest in sexual activity, elements that according to <xref ref-type="bibr" rid="B9">Denson et al. (2022</xref>) have traditionally been associated with males.</p>
			<p>The possible implications of the consumption of PEGI18 video games on victimization and perpetration due to both bullying and cyberbullying were also analyzed. In the case of cyberbullying, the results found at the bivariate level show a significant relationship both regarding victimization and perpetration, limited to the latter in the case of bullying. However, the results obtained at a multivariate level (by performing a logistic regression) reveal that although this effect is smaller, it is equally significant. Considering these results, it would be possible to affirm that the consumption of PEGI18 video games in childhood and adolescence is associated with higher rates of bullying and cyberbullying. While in bullying the observed differences are more noticeable in the case of perpetration than in victimization, in cyberbullying very similar differences have been found in both cases, but comparatively larger. This association between the use of video games with explicit violence content is consistent with the findings of previous works, in which it is confirmed that the consumption of violent video games has implications for the social behavior of the individual and on aggressive behaviors (<xref ref-type="bibr" rid="B7">Burkhardt &amp; Lenhard, 2022</xref>; <xref ref-type="bibr" rid="B18">Greitmeyer, 2022</xref>). This relationship could be explained through the <italic>General Affective Aggression Model</italic>, which establishes that the consumption of violent video games could, in a certain way, “teach” and “reward” aggressive behavior towards peers, thereby reinforcing the belief that aggressive solutions are functional (<xref ref-type="bibr" rid="B2">Anderson &amp; Dill, 2000</xref>). This interpretation could underlie the possible normalization of aggressive behavior in normal interaction patterns, which would translate into higher rates of bullying and cyberbullying.</p>
			<p>Finally, the results obtained reveal a more intense effect of PEGI18 video game use at early ages, with larger effect sizes in the 10-12 age group. As age increases, this effect seems to dilute. These results are consistent with the work of <xref ref-type="bibr" rid="B7">Burkhardt and Lenhard (2022</xref>) carried out in the field of prevention and which insist on greater vulnerability in these vital stages. On the other hand, the results also show the need to adapt the contents of the different video games to the age of their users, ensuring compliance with the PEGI regulations (<xref ref-type="bibr" rid="B34">Pan European Game Information, 2015</xref>).</p>
			<p>In conclusion, this work has allowed us to empirically verify that the use of PEGI18 video games with explicit violence is a relatively frequent behavior from early adolescence, which denotes a manifest non-compliance with international recommendations. It has been found that the consumption of this type of content is a factor that can dangerously contribute to the normalization of violence between equals, as well as attitudes and behaviors contrary to coexistence. Especially in early adolescence, the consumption of violent content through video games is associated with levels of victimization that double and perpetration that triples, especially in the case of cyberbullying. If we take into account that, according to data from the <xref ref-type="bibr" rid="B4">Asociación Española de Videojuegos (2023</xref>), the age group between 6 and 14 years concentrates the main segment of video game consumers in Spain, it is urgent to establish measures at the preventive level. Firstly, more determined work is necessary at the level of family prevention. Parents must have stricter control in the selection of video game titles and/or formats that their children consume, as well as greater supervision and support regarding their leisure activities. With respect to the use of the internet and social networks, it has been observed that adequate supervision and control by parents constitutes an important protective factor, in order to prevent both problematic use and different online risk behaviors (<xref ref-type="bibr" rid="B16">Gómez et al., 2017</xref>; <xref ref-type="bibr" rid="B17">Gómez-Ortiz et al., 2018</xref>). Secondly, the work with parents must be completed with specific actions at the school prevention level, considering the educational potential that has traditionally been attributed to the video game (<xref ref-type="bibr" rid="B26">López-Gómez et al., 2022</xref>). Finally, from the point of view of environmental prevention, it is no less important to urge institutions and the video game industry itself to play a more active role in promoting responsible consumption and, in particular, in dissemination and compliance of the PEGI regulations.</p>
			<p>Regarding the limitations of this work, it should be noted that, despite the size of the available sample (<italic>N</italic> = 2,083), the fact that non-probabilistic sampling was used means that the results must be interpreted with caution. On the other hand, this is a cross-sectional study, so cause-effect relationships cannot be established. Only the use of a longitudinal design would allow us to reliably report the effects of consuming PEGI18 video games on bullying and cyberbullying.</p>
		</sec>
	</body>
	<back>
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					<lpage>373</lpage>
					<pub-id pub-id-type="doi">10.1177/0706743716684791</pub-id>
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				<mixed-citation>Walters, G. D. (2021). School-age bullying victimization and perpetration: A meta-analysis of prospective studies and research. <italic>Trauma, Violence, &amp; Abuse</italic>, <italic>22</italic>(5), 1129-1139. https://doi.org/10.1177/1524838020906513</mixed-citation>
				<element-citation publication-type="journal">
					<person-group person-group-type="author">
						<name>
							<surname>Walters</surname>
							<given-names>G. D</given-names>
						</name>
					</person-group>
					<year>2021</year>
					<article-title>School-age bullying victimization and perpetration: A meta-analysis of prospective studies and research</article-title>
					<source>Trauma, Violence, &amp; Abuse</source>
					<volume>22</volume>
					<issue>5</issue>
					<fpage>1129</fpage>
					<lpage>1139</lpage>
					<pub-id pub-id-type="doi">10.1177/1524838020906513</pub-id>
				</element-citation>
			</ref>
			<ref id="B45">
				<mixed-citation>Zhou, H., Wei, X., Jiang, H., Tuo, A., Lu, G., Liang, H., &amp; Xiao, N. (2023). The link between exposure to violent media, normative beliefs about aggression, self-control, and aggression: A comparison of traditional and cyberbullying. <italic>Aggressive Behavior</italic>, <italic>49</italic>(2), 165-171. https://doi.org/10.1002/ab.22057</mixed-citation>
				<element-citation publication-type="journal">
					<person-group person-group-type="author">
						<name>
							<surname>Zhou</surname>
							<given-names>H.</given-names>
						</name>
						<name>
							<surname>Wei</surname>
							<given-names>X.</given-names>
						</name>
						<name>
							<surname>Jiang</surname>
							<given-names>H.</given-names>
						</name>
						<name>
							<surname>Tuo</surname>
							<given-names>A.</given-names>
						</name>
						<name>
							<surname>Lu</surname>
							<given-names>G.</given-names>
						</name>
						<name>
							<surname>Liang</surname>
							<given-names>H.</given-names>
						</name>
						<name>
							<surname>Xiao</surname>
							<given-names>N</given-names>
						</name>
					</person-group>
					<year>2023</year>
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					<source>Aggressive Behavior</source>
					<volume>49</volume>
					<issue>2</issue>
					<fpage>165</fpage>
					<lpage>171</lpage>
					<pub-id pub-id-type="doi">10.1002/ab.22057</pub-id>
				</element-citation>
			</ref>
		</ref-list>
		<fn-group>
			<title>Funding</title>
			<fn fn-type="other" id="fn1">
				<p> This research did not receive any specific grant from funding agencies in the public, commercial, or not-for-profit sectors.</p>
			</fn>
		</fn-group>
	</back>
	<!--<sub-article article-type="translation" id="s1" xml:lang="es">
		<front-stub>
			<article-id pub-id-type="doi">10.21071/psye.v16i1.16718x</article-id>
			<article-categories>
				<subj-group subj-group-type="heading">
					<subject>Artículo</subject>
				</subj-group>
			</article-categories>
			<title-group>
				<article-title>Relación entre el consumo de videojuegos PEGI18 con violencia explícita, <italic>bullying</italic> y <italic>cyberbullying</italic></article-title>
			</title-group>
			<contrib-group>
				<contrib contrib-type="author">
				    <name>
						<surname>Rial-Boubeta</surname>
						<given-names>Antonio</given-names>
					</name>
					<role content-type="http://credit.niso.org/contributor-roles/conceptualization/">Conceptualización</role>
					<role content-type="http://credit.niso.org/contributor-roles/visualization/">Visualización</role>
					<role content-type="http://credit.niso.org/contributor-roles/writing-review-editing/">Escritura - revisión y edición</role>
                    <xref ref-type="aff" rid="aff2"/>
				</contrib>
				<contrib contrib-type="author">
					<name>
						<surname>Theotonio</surname>
						<given-names>Álvaro</given-names>
					</name>
					<role content-type="http://credit.niso.org/contributor-roles/formal-analysis/">Análisis formal</role>
					<role content-type="http://credit.niso.org/contributor-roles/writing-original-draft/">Escritura - borrador original</role>
					<xref ref-type="corresp" rid="c1">*</xref>
                    <xref ref-type="aff" rid="aff2"/>
				</contrib>
				<contrib contrib-type="author">
					<name>
						<surname>Neira-de Paz</surname>
						<given-names>Alejandro</given-names>
					</name>
					<role content-type="http://credit.niso.org/contributor-roles/investigation/">Investigación</role>
					<role content-type="http://credit.niso.org/contributor-roles/software/">Software</role>
                    <xref ref-type="aff" rid="aff2"/>
				</contrib>
				<contrib contrib-type="author">
					<name>
						<surname>Braña-Tobío</surname>
						<given-names>Teresa</given-names>
					</name>
					<role content-type="http://credit.niso.org/contributor-roles/methodology/">Metodología</role>
					<role content-type="http://credit.niso.org/contributor-roles/project-administration/">Administración del proyecto</role>
					<role content-type="http://credit.niso.org/contributor-roles/resources/">Recursos</role>
                    <xref ref-type="aff" rid="aff2"/>
				</contrib>
				<contrib contrib-type="author">
					<name>
						<surname>Varela-Mallou</surname>
						<given-names>Jesús</given-names>
					</name>
					<role content-type="http://credit.niso.org/contributor-roles/data-curation/">Data curation</role>
					<role content-type="http://credit.niso.org/contributor-roles/supervision/">Supervisión</role>
					<role content-type="http://credit.niso.org/contributor-roles/validation/">Validación</role>
                    <xref ref-type="aff" rid="aff2"/>
				</contrib>
				<aff id="aff2">
					<institution content-type="original">Universidade de Santiago de Compostela, Santiago de Compostela (Spain)</institution>
					<institution content-type="orgname">Universidade de Santiago de Compostela</institution>
					<addr-line>
						<city>Santiago de Compostela</city>
					</addr-line>
					<country country="ES">Spain</country>
				</aff>
			</contrib-group>
			<author-notes>
				<corresp id="c2">
					<label>* <italic>Autor de correspondencia:</italic></label> Álvaro Theotonio. Departamento de Psicología Social, Básica y Metodología, Facultad de Psicología, Universidade de Santiago de Compostela, Calle Xosé María Suárez Núñez s/n, 15782, Santiago de Compostela, España. <email>alvaro.fernandez.theotonio@rai.usc.es</email>
				</corresp>
				<fn fn-type="conflict" id="fn5">
					<label>Conflicto de intereses</label>
					<p> Los autores(as) declaran que no hay conflictos de intereses.</p>
				</fn>
				<fn fn-type="data-availability" id="fn6">
					<label>Declaración de disponibilidad de datos</label>
					<p> Los datos de la investigación no se comparten.</p>
				</fn>
			</author-notes>
			<abstract>
				<title>RESUMEN</title>
				<p>El acoso escolar conforma una de las experiencias victimizantes más comunes en la infancia y la adolescencia. La literatura científica ha evidenciado que la exposición a contenidos violentos se asocia a una mayor predisposición a la hora de perpetrar y/o ser víctima de acoso o de ciberacoso. En este sentido, diferentes estudios han destacado la importancia que el consumo de determinado tipo de videojuegos puede tener a este nivel. El presente trabajo tuvo como objetivo analizar la relación entre el consumo de videojuegos PEGI18 con contenidos de violencia explícita y las tasas de <italic>bullying</italic> y <italic>cyberbullying</italic>. Se llevó a cabo un estudio de carácter exploratorio, accediendo a una muestra total de 2,083 estudiantes de primaria y secundaria con edades comprendidas entre los 10 y los 17 años. Se empleó un cuestionario autoadministrado que incluía el <italic>European Bullying Intervention Project Questionnaire</italic> y el <italic>European Cyberbullying Intervention Project Questionnaire</italic>, junto a ítems relativos al consumo de videojuegos. Los resultados permiten constatar la existencia de una relación estadísticamente significativa entre el consumo de videojuegos violentos, el <italic>bullying</italic> y el <italic>cyberbullying</italic>, especialmente a edades tempranas. Los hallazgos remarcan la necesidad de una regulación más eficaz, que asegure un ajuste entre los videojuegos consumidos y la edad del usuario.</p>
			</abstract>
			<kwd-group xml:lang="es">
				<title>Palabras clave:</title>
				<kwd>PEGI</kwd>
				<kwd>Bullying</kwd>
				<kwd>Cyberbullying</kwd>
				<kwd>Violencia</kwd>
				<kwd>Videojuegos</kwd>
				<kwd>Adolescentes</kwd>
			</kwd-group>
		</front-stub>
		<body>
			<p>El <italic>bullying</italic> escolar conforma una de las experiencias victimizantes más prevalentes en tanto la infancia como la adolescencia a nivel mundial, llegando a ser considerado como un problema de salud pública global (<xref ref-type="bibr" rid="B29">Moore et al., 2017</xref>; <xref ref-type="bibr" rid="B42">UNESCO, 2019</xref>). Según el estudio llevado a cabo por UNICEF-España, con una muestra de 50,000 estudiantes de Enseñanza Secundaria Obligatoria, la tasa de victimización por <italic>bullying</italic> en nuestro país se situaría en el 33.6% y en el 22.5% la de <italic>cyberbullying</italic> (<xref ref-type="bibr" rid="B3">Andrade et al., 2021</xref>). Estas cifras son congruentes con los datos proporcionados por la propia <xref ref-type="bibr" rid="B42">UNESCO (2019</xref>), señalando que uno de cada tres adolescentes a nivel mundial podría sufrir alguna modalidad de <italic>bullying</italic> escolar. Si bien no existe una única definición de <italic>bullying</italic>, una de las más aceptadas es la propuesta por <xref ref-type="bibr" rid="B31">Olweus (1993</xref>), quien lo define como una forma repetida y deliberada de agresión perpetrada por una o varias personas hacia otra que posee una capacidad reducida de defenderse. El mismo autor, con el objetivo de identificar conductas constitutivas de un patrón de <italic>bullying,</italic> propuso en 2012 la utilización de tres criterios fundamentales: (1) la conducta corresponde a un comportamiento negativo (agresivo) e intencionalmente dañino, (2) la conducta ha sido repetida en el tiempo, (3) se produce en un contexto de relaciones interpersonales caracterizadas por un desequilibrio de poder a favor del perpetrador frente a la víctima (<xref ref-type="bibr" rid="B32">Olweus, 2012</xref>). Aunque tradicionalmente esta conducta ha sido circunscrita al contexto escolar, desde el auge masivo de las Tecnologías de la Relación, Información y la Comunicación (TRIC) (<xref ref-type="bibr" rid="B15">Gabelas y Lazo, 2020</xref>), esta dinámica se ha generalizado a otros contextos, cómo el comunitario, el familiar o incluso a espacios virtuales como las redes sociales. Si bien las TRIC ofrecen potencialidades y beneficios a diferentes niveles, es sabido también que entraña ciertos riesgos que pueden afectar al bienestar emocional y a la convivencia entre iguales (<xref ref-type="bibr" rid="B27">Martínez-Ferrer et al., 2018</xref>), constituyendo un contexto especialmente propicio para el desarrollo de nuevas dinámicas de acoso, como puede ser el propio el fenómeno del <italic>cyberbullying</italic>.</p>
			<p>El <italic>cyberbullying</italic> puede ser definido como un comportamiento realizado a través de medios digitales por parte de un individuo o grupo, que repetidamente comunican mensajes hostiles con la intención de causar daño o malestar a terceros (<xref ref-type="bibr" rid="B40">Tokunaga 2010</xref>). A este respecto, si bien se han planteado tradicionalmente ciertas similitudes entre el <italic>bullying</italic> escolar y el <italic>cyberbullying</italic>, y en ocasiones se desarrollan de manera concurrente (<xref ref-type="bibr" rid="B36">Pichel et al., 2022</xref>), una de las características diferenciales más relevantes de este último es la posibilidad de producirse a través de medios tecnológicos. Por ello, mientras que el <italic>bullying</italic> cesa cuando la víctima abandona el centro educativo, las víctimas de <italic>cyberbullying</italic> no disponen de un lugar seguro, extendiéndose más allá del contexto escolar, hasta sus propios hogares (<xref ref-type="bibr" rid="B1">Álvarez-García et al., 2015</xref>; <xref ref-type="bibr" rid="B40">Tokunaga, 2010</xref>). Ello proporciona al agresor un mayor control sobre la víctima, ya que las conductas de acoso cesan únicamente cuando el agresor lo decide (<xref ref-type="bibr" rid="B11">Estévez et al., 2020</xref>). Por otra parte, mientras que el <italic>bullying</italic> tiene lugar en un momento y contexto determinado, el <italic>cyberbullying</italic> puede extenderse de forma indefinida, pudiendo incluso afectar a múltiples personas simultáneamente (<xref ref-type="bibr" rid="B43">Vaillancourt et al., 2017</xref>). En la literatura se han destacado diferentes consecuencias asociadas en ambos casos, haciendo énfasis, sobre todo, en su impacto en la salud mental en general y, en particular, en las conductas autolíticas (acciones realizadas por una persona con el objetivo de dañarse a sí misma, sin que constituyan un intento de suicidio explícito), en la ideación o en la propia conducta suicida (<xref ref-type="bibr" rid="B19">Hinduja y Patchin, 2019</xref>; <xref ref-type="bibr" rid="B25">Li et al., 2022</xref>).</p>
			<p>Por otra parte, se ha observado que algunas conductas producidas en el contexto de las TRIC están asociadas a una mayor predisposición a perpetrar y/o ser víctima de <italic>bullying</italic> y <italic>cyberbullying</italic>. Recientes estudios han constatado que el uso problemático de internet constituye un factor de riesgo para la victimización (<xref ref-type="bibr" rid="B8">Çevic et al., 2021</xref>), al igual que un uso frecuente, intensivo y sin supervisión de las propias redes sociales, que incrementaría tanto el riesgo de victimización como de perpetración (<xref ref-type="bibr" rid="B6">Bauerová y Kopřivová, 2023</xref>; <xref ref-type="bibr" rid="B12">Feijóo et al., 2021a</xref>; <xref ref-type="bibr" rid="B21">Kaloeti et al., 2021</xref>). Otros trabajos aluden de manera específica al posible efecto derivado del consumo regular de contenidos violentos y la desensibilización que puede provocar, en lo que a conductas contrarias a la convivencia se refiere (<xref ref-type="bibr" rid="B5">Bae, 2021</xref>; <xref ref-type="bibr" rid="B45">Zhou et al., 2023</xref>). Por ello, en los últimos años ha surgido en la comunidad científica una creciente preocupación por las posibles implicaciones asociadas a uno de los vectores de acceso a este tipo de contenidos: los videojuegos.</p>
			<p>La industria del videojuego constituye un sector de negocio de gran expansión, llegando a facturar en España en el año 2022 más de 2,012 millones de euros, más del doble que el cine, el teatro y la música grabada juntos (<xref ref-type="bibr" rid="B4">Asociación Española de Videojuegos, 2023</xref>). El uso de videojuegos se ha consolidado como la principal fuente de ocio y entretenimiento en la infancia y la adolescencia (<xref ref-type="bibr" rid="B3">Andrade et al., 2021</xref>; <xref ref-type="bibr" rid="B22">King y Potenza, 2019</xref>), siendo la franja de edad comprendida entre los 11 y 14 años, seguido de los 6 a los 11, la que concentra un mayor porcentaje de consumidores en España (84% y 79% de jugadores, respectivamente) (<xref ref-type="bibr" rid="B4">Asociación Española de Videojuegos, 2023</xref>).</p>
			<p>Atendiendo al consumo de videojuegos, existe cierta controversia con relación a las implicaciones que el consumo de títulos con violencia explícita puede tener. Pese a que algunos autores apuntan a una relación no significativa entre el consumo de videojuegos violentos y la manifestación de conductas violentas (<xref ref-type="bibr" rid="B10">Drummond et al., 2020</xref>; <xref ref-type="bibr" rid="B14">Ferguson et al., 2020</xref>), otra parte de la literatura sí refiere efectos significativos del consumo de videojuegos violentos en la conducta (<xref ref-type="bibr" rid="B28">Mathur y Vanderweele, 2019</xref>; <xref ref-type="bibr" rid="B30">Olejarnic y Romano, 2023</xref>; <xref ref-type="bibr" rid="B37">Prescott et al., 2018</xref>; <xref ref-type="bibr" rid="B41">Uçur y Dönmez, 2022</xref>). En particular, algunos trabajos han observado que los niños que juegan habitualmente a videojuegos con alto contenido violento son más proclives a interiorizar valores contrarios a la convivencia (<xref ref-type="bibr" rid="B26">López-Gómez et al., 2022</xref>) y a perpetrar tanto conductas de <italic>bullying</italic> como de <italic>cyberbullying</italic> (<xref ref-type="bibr" rid="B39">Teng et al., 2022</xref>). Para abordar esta cuestión y bajo una perspectiva preventiva, se viene desarrollando la Pan European Game Information (PEGI), una iniciativa europea cuyo objetivo principal es dotar a los consumidores, y en especial a los progenitores, de una referencia que permita elegir los videojuegos más apropiados según la edad del usuario, permitiendo limitar la exposición de los consumidores a contenidos inadecuados (<xref ref-type="bibr" rid="B34">PEGI, 2015</xref>).</p>
			<p>El sistema PEGI está compuesto, por una parte, por etiquetas relativas a la edad mínima recomendada del jugador (3, 7, 12, 16 y 18 años) y, por otra, por iconos descriptores de contenido presente en el propio juego (e.g., violencia, lenguaje soez, miedo…) (<xref ref-type="bibr" rid="B35">PEGI, 2017</xref>). La interacción entre ambas categorías resulta de especial interés, pues los descriptores de contenido adquieren una u otra naturaleza en función de la categoría de edad en la que se contengan. Por ejemplo, el descriptor de contenido “violencia” incluido en un videojuego etiquetado como PEGI 7 (edad mínima recomendada de 7 años), indica presencia de cierta violencia, no realista o no detallada. No obstante, el mismo descriptor de violencia en un videojuego etiquetado como PEGI 18 hace referencia, en este caso, a manifestaciones explícitas de violencia, de carácter realista y brutal (<xref ref-type="bibr" rid="B35">PEGI, 2017</xref>). Sin embargo, a pesar de la existencia de dicho “etiquetado”, informes recientes advierten de que en España casi la mitad de los adolescentes que juegan habitualmente a videojuegos lo hace con videojuegos PEGI18 (<xref ref-type="bibr" rid="B3">Andrade et al., 2021</xref>).</p>
			<p>En respuesta al interés generado por el consumo de videojuegos y a la controversia suscitada por el impacto que determinados contenidos pueden generar en la infancia y la adolescencia, el presente estudio se plantea con el objetivo general de analizar la relación entre el consumo de videojuegos PEGI18 (con violencia explícita), el <italic>bullying</italic> y el <italic>cyberbullying</italic>. De forma más concreta se plantean dos objetivos específicos: (1) analizar la relación entre el consumo de videojuegos clasificados como PEGI18 (con contenidos de violencia explícita) y la victimización o agresión por <italic>bullying</italic> y <italic>cyberbullying</italic>, y (2) estudiar el posible papel modulador de la variable edad en dicha relación. Por último, dos son las hipótesis subyacentes que se pretende poner a prueba: por una parte (H1), la existencia de una relación estadísticamente significativa entre el consumo de videojuegos PEGI18, el <italic>bullying</italic> y el <italic>cyberbullying</italic> (tanto en victimización como en agresión) y, por otra parte (H2), la mayor magnitud de dicha relación a edades tempranas.</p>
			<sec sec-type="methods">
				<title>Método</title>
				<sec>
					<title>Participantes</title>
					<p>Para dar cuenta de los objetivos planteados, se utilizó una metodología selectiva. Mediante un muestreo intencionado fue posible acceder a 15 centros educativos de primaria y secundaria de la comunidad autónoma de Galicia, 13 de ellos de titularidad pública y dos de ellos concertada. Tras la depuración del archivo de datos, la muestra final para el análisis estuvo conformada por un total de 2,083 menores, con edades comprendidas entre 10 y 17 años (<italic>M</italic> = 13.42; <italic>DT</italic> = 2.11). El 50.4% se identificó con el género femenino.</p>
				</sec>
				<sec>
					<title>Procedimiento</title>
					<p>De manera previa a la recogida de datos, se solicitó la colaboración de los centros educativos y el consentimiento informado de los progenitores o tutores legales. Los datos fueron recogidos entre septiembre 2021 y junio 2022 a través de un cuestionario autoadministrado en las aulas de los propios centros por miembros del equipo de investigación. Se informó a los participantes del objetivo del estudio y se remarcó el carácter voluntario de su participación, asegurando además el carácter anónimo y confidencial de sus respuestas. El tiempo aproximado de cumplimentación del cuestionario fue de 20 minutos.</p>
				</sec>
				<sec>
					<title>Instrumentos</title>
					<p>El cuestionario utilizado constaba de tres bloques. El primero hacía referencia a variables sociodemográficas, como género, curso y edad de los participantes.</p>
					<p>En segundo lugar, se incluyó un bloque relativo al <italic>bullying</italic> y el <italic>cyberbullying</italic>. En el primer caso se empleó la versión española del <italic>European Bullying Intervention Project Questionnaire</italic> (EBIPQ) (<xref ref-type="bibr" rid="B33">Ortega-Ruiz et al., 2016</xref>), que consta de 14 ítems dispuestos en dos subescalas de siete ítems cada una, una relativa a la victimización y otra a la perpetración de conductas constituyentes de acoso escolar. Ambas subescalas presentaron una óptima consistencia interna (con valores α de Cronbach de .82 y .79, respectivamente). En el caso del <italic>cyberbullying</italic> se utilizó la versión española del <italic>European Cyberbullying Intervention Project Questionnaire</italic> (ECIPQ) (<xref ref-type="bibr" rid="B33">Ortega-Ruiz et al., 2016</xref>), que consta de 22 ítems dispuestos también en dos subescalas, una de victimización y otra de perpetración. El α de Cronbach obtenido para las subescalas fue de .83 y .80, respectivamente. Tanto en el caso del <italic>EBIPQ</italic> como del <italic>ECIPQ</italic>, los ítems tienen un formato de respuesta tipo Likert, referido a la frecuencia con la que tienen lugar diferentes conductas, con 5 alternativas: 1 = <italic>No</italic>; 2 = <italic>Sí, una o dos veces</italic>; 3 = <italic>Sí, una o dos veces al mes</italic>; 4 = <italic>Sí, una vez a la semana</italic>; 5 = <italic>Sí, varias veces a la semana</italic>.</p>
					<p>Por último, en el tercer bloque se exploraron los hábitos de consumo de videojuegos, evaluando cuestiones como la frecuencia e intensidad o el tipo de videojuegos consumidos. La frecuencia de juego se evaluó a través de un ítem tipo Likert con cinco alternativas de respuesta: “¿Con qué frecuencia sueles jugar a videojuegos?” 1 = <italic>Nunca,</italic> 2 =<italic> Casi nunca,</italic> 3 =<italic> Alguna vez al mes,</italic> 4 =<italic> Alguna vez a la semana</italic> y 5 =<italic> Todos o casi todos los días.</italic> La intensidad de juego fue recogida a través del ítem: “Por lo general, ¿cuántas horas sueles pasar semanalmente jugando a videojuegos?”<italic>,</italic> registrando de forma directa el valor numérico en cuestión. Finalmente, se elaboró una lista con los 25 videojuegos más vendidos, de acuerdo con los datos publicados por la <xref ref-type="bibr" rid="B4">Asociación Española de Videojuegos (2023</xref>) y que cada participante debía marcar a tenor de sus hábitos de juego. Estos fueron posteriormente catalogados como PEGI18 o no, atendiendo a los criterios de la Pan European Game Information (<xref ref-type="bibr" rid="B34">PEGI, 2015</xref>). Dicho listado se recoge en la <xref ref-type="table" rid="t9">Tabla 1</xref>. Una parte importante de los títulos que se recogen podrían englobarse bajo los géneros <italic>Battle Royale</italic> (Fortnite, PlayerUnknown’s Battlegrounds o Apex Legends), <italic>MOBA</italic> (League of Legends o Dota 2) y <italic>Shooter</italic> (Counter-Strike o Call of Duty).</p>
					<p>
						<table-wrap id="t9">
							<label>Tabla 1</label>
							<caption>
								<title><italic>Listado de videojuegos empleado y clasificación PEGI</italic></title>
							</caption>
							<table>
								<colgroup>
									<col/>
									<col/>
									<col/>
									<col/>
								</colgroup>
								<thead>
									<tr>
										<th align="left">Videojuego</th>
										<th align="center">PEGI</th>
										<th align="left">Videojuego</th>
										<th align="center">PEGI</th>
									</tr>
								</thead>
								<tbody>
									<tr>
										<td align="left">Animal Crossing</td>
										<td align="center">3</td>
										<td align="left">Clash Royale</td>
										<td align="center">7</td>
									</tr>
									<tr>
										<td align="left">Fall Guys</td>
										<td align="center">3</td>
										<td align="left">Fortnite</td>
										<td align="center">12</td>
									</tr>
									<tr>
										<td align="left">Just Dance</td>
										<td align="center">3</td>
										<td align="left">Dota 2</td>
										<td align="center">12</td>
									</tr>
									<tr>
										<td align="left">Fifa</td>
										<td align="center">3</td>
										<td align="left">World of Warcraft</td>
										<td align="center">12</td>
									</tr>
									<tr>
										<td align="left">PES</td>
										<td align="center">3</td>
										<td align="left">League of Legends</td>
										<td align="center">12</td>
									</tr>
									<tr>
										<td align="left">Rocket League</td>
										<td align="center">3</td>
										<td align="left">Valorant</td>
										<td align="center">16</td>
									</tr>
									<tr>
										<td align="left">Candy Crush</td>
										<td align="center">3</td>
										<td align="left">PlayerUnknown’s Battlegrounds</td>
										<td align="center">16</td>
									</tr>
									<tr>
										<td align="left">Clash of Clans</td>
										<td align="center">7</td>
										<td align="left">Apex Legends</td>
										<td align="center">16</td>
									</tr>
									<tr>
										<td align="left">Among us</td>
										<td align="center">7</td>
										<td align="left">Counter-Strike</td>
										<td align="center">18</td>
									</tr>
									<tr>
										<td align="left">Minecraft</td>
										<td align="center">7</td>
										<td align="left">Call of Duty</td>
										<td align="center">18</td>
									</tr>
									<tr>
										<td align="left">Pokémon</td>
										<td align="center">7</td>
										<td align="left">Grand Theft Auto</td>
										<td align="center">18</td>
									</tr>
									<tr>
										<td align="left">Mario</td>
										<td align="center">7</td>
										<td align="left">Red Dead Redemption 2</td>
										<td align="center">18</td>
									</tr>
									<tr>
										<td align="left">Roblox</td>
										<td align="center">7</td>
										<td align="left"></td>
										<td align="left"></td>
									</tr>
								</tbody>
							</table>
						</table-wrap>
					</p>
				</sec>
				<sec>
					<title>Análisis de datos</title>
					<p>Los datos fueron analizados mediante una tabulación clásica uni y bivariada, con contrastes χ<sup>2</sup> para la comparación de porcentajes. Además, se calculó el coeficiente V de Cramer para la estimación de los tamaños del efecto. Se llevaron a cabo también diferentes análisis de regresión logística binaria, ajustados tanto por género como por edad, con la intención de poder controlar estadísticamente el posible efecto de ambas variables. Los análisis fueron realizados mediante el paquete estadístico IBM SPSS Statistics v.25.</p>
				</sec>
			</sec>
			<sec sec-type="results">
				<title>Resultados</title>
				<p>En primer lugar, tal y como se recoge en la <xref ref-type="table" rid="t10">Tabla 2</xref>, con relación al <italic>bullying</italic>, el porcentaje global de víctimas, víctimas-agresoras y agresores fue de 25.2%, 14.3% y 4.4% respectivamente. Se muestran también las tasas globales de victimización (sumando víctimas puras y víctimas-agresoras) y de agresión (agresores y víctimas-agresoras), que ascienden al 39.5% y el 18.7%, respectivamente. No se han observado diferencias estadísticamente significativas por género en lo referido a las tasas de victimización global (40% vs. 38.7%), pero sí en los perfiles concretos de <italic>bullying</italic>, encontrando en el caso del género femenino un porcentaje significativamente mayor de “víctimas puras” (χ<sup>2</sup> = 9.57; <italic>p</italic> &lt; .001) y en el masculino de víctimas-agresoras (χ<sup>2</sup> = 9.29; <italic>p</italic> &lt; .001) y de agresores (χ<sup>2</sup> = 7.49; <italic>p</italic> &lt; .05). Una pauta relativamente similar se encuentra respecto a la edad, ya que, si bien no se observan diferencias significativas respecto a la victimización global, sí se constata una tendencia del aumento de las tasas de agresión con la edad. En cualquier caso, las diferencias observadas revelan un tamaño del efecto reducido.</p>
				<p>
					<table-wrap id="t10">
						<label>Tabla 2</label>
						<caption>
							<title><italic>Tasas de bullying y cyberbullying (global, por género y grupo de edad)</italic></title>
						</caption>
						<table>
							<colgroup>
								<col/>
								<col/>
								<col span="4"/>
								<col span="5"/>
							</colgroup>
							<thead>
								<tr>
									<th align="left"></th>
									<th align="left"></th>
									<th align="center" colspan="4">Género</th>
									<th align="center" colspan="5">Grupo de edad</th>
								</tr>
								<tr>
									<th align="left"></th>
									<th align="center">Global</th>
									<th align="center">Femenino</th>
									<th align="center">Masculino</th>
									<th align="center">χ<sup>2</sup></th>
									<th align="center">V</th>
									<th align="center">10-12</th>
									<th align="center">13-14</th>
									<th align="center">15-17</th>
									<th align="center">χ<sup>2</sup></th>
									<th align="center">V</th>
								</tr>
							</thead>
							<tbody>
								<tr>
									<td align="left" colspan="11"><italic>Bullying</italic></td>
								</tr>
								<tr>
									<td align="left">Víctimas</td>
									<td align="center">25.2%</td>
									<td align="center">28.1%</td>
									<td align="center">22.1%</td>
									<td align="center">9.57**</td>
									<td align="center">.07</td>
									<td align="center">27.2%</td>
									<td align="center">26%</td>
									<td align="center">22.1%</td>
									<td align="center">5.51*</td>
									<td align="center">.05</td>
								</tr>
								<tr>
									<td align="left">Víctimas-agresoras</td>
									<td align="center">14.3%</td>
									<td align="center">11.9%</td>
									<td align="center">16.6%</td>
									<td align="center">9.29*</td>
									<td align="center">.07</td>
									<td align="center">11.4%</td>
									<td align="center">16.7%</td>
									<td align="center">15.2%</td>
									<td align="center">8.6*</td>
									<td align="center">.07</td>
								</tr>
								<tr>
									<td align="left">Agresores</td>
									<td align="center">4.4%</td>
									<td align="center">3.2%</td>
									<td align="center">5.7%</td>
									<td align="center">7.49*</td>
									<td align="center">.06</td>
									<td align="center">1.5%</td>
									<td align="center">4.6%</td>
									<td align="center">7.3%</td>
									<td align="center">29.73*</td>
									<td align="center">.06</td>
								</tr>
								<tr>
									<td align="left">Victimización</td>
									<td align="center">39.5%</td>
									<td align="center">40%</td>
									<td align="center">38.7%</td>
									<td align="center">0.3</td>
									<td align="center"></td>
									<td align="center">38.6%</td>
									<td align="center">42.7%</td>
									<td align="center">37.3%</td>
									<td align="center">3.82</td>
									<td align="center"></td>
								</tr>
								<tr>
									<td align="left">Agresión</td>
									<td align="center">18.7%</td>
									<td align="center">15.1%</td>
									<td align="center">22.3%</td>
									<td align="center">17.31**</td>
									<td align="center">.09</td>
									<td align="center">12.9%</td>
									<td align="center">21.3%</td>
									<td align="center">22.5%</td>
									<td align="center">26.02**</td>
									<td align="center">.04</td>
								</tr>
								<tr>
									<td align="left" colspan="11"><italic>Cyberbullying</italic></td>
								</tr>
								<tr>
									<td align="left">Víctimas</td>
									<td align="center">9.3%</td>
									<td align="center">11.5%</td>
									<td align="center">7%</td>
									<td align="center">12.02**</td>
									<td align="center">.08</td>
									<td align="center">6.1%</td>
									<td align="center">11.6%</td>
									<td align="center">11.1%</td>
									<td align="center">15.23**</td>
									<td align="center">.09</td>
								</tr>
								<tr>
									<td align="left">Víctimas-agresoras</td>
									<td align="center">5.8%</td>
									<td align="center">4.2%</td>
									<td align="center">7.4%</td>
									<td align="center"> 9.26*</td>
									<td align="center">.07</td>
									<td align="center">2.8%</td>
									<td align="center">5.7%</td>
									<td align="center">9%</td>
									<td align="center">25.43**</td>
									<td align="center">.11</td>
								</tr>
								<tr>
									<td align="left">Agresores</td>
									<td align="center">4.3%</td>
									<td align="center">3.8%</td>
									<td align="center">4.8%</td>
									<td align="center">1.43</td>
									<td align="center"></td>
									<td align="center">1.9%</td>
									<td align="center">5.1%</td>
									<td align="center">6.2%</td>
									<td align="center">17.49**</td>
									<td align="center">.09</td>
								</tr>
								<tr>
									<td align="left">Victimización</td>
									<td align="center">15.2%</td>
									<td align="center">15.9%</td>
									<td align="center">14.4%</td>
									<td align="center">0.79</td>
									<td align="center"></td>
									<td align="center">8.9%</td>
									<td align="center">17.3%</td>
									<td align="center">20.1%</td>
									<td align="center">38.45**</td>
									<td align="center">.14</td>
								</tr>
								<tr>
									<td align="left">Agresión</td>
									<td align="center">10.1%</td>
									<td align="center">8.1%</td>
									<td align="center">12.3%</td>
									<td align="center">9.94*</td>
									<td align="center">.07</td>
									<td align="center">4.7%</td>
									<td align="center">10.8%</td>
									<td align="center">15.2%</td>
									<td align="center">44.40**</td>
									<td align="center">.15</td>
								</tr>
							</tbody>
						</table>
						<table-wrap-foot>
							<fn id="TFN9">
								<p>*<italic>p</italic> &lt; .05; **<italic>p</italic> &lt; .001.</p>
							</fn>
						</table-wrap-foot>
					</table-wrap>
				</p>
				<p>En cuanto a las tasas de <italic>cyberbullying</italic>, se observó un 9.3% de víctimas, un 5.8% víctimas-agresoras y finalmente un 4.3% de agresores, lo que se traduce en un 15.2% de victimización global y un 10.1% de agresión. De nuevo el género no implica diferencia en términos de victimización global, pero sí a nivel de perfiles concretos, con mayores tasas de víctimas puras en el género femenino (χ<sup>2</sup> = 12.01; <italic>p</italic> &lt; .001) y de víctimas agresoras en el masculino (χ<sup>2</sup> = 9.26; <italic>p</italic> &lt; .051). No se observan diferencias significativas en el caso de los agresores puros. En cuanto al grupo de edad, en este caso se han constatado diferencias significativas tanto a nivel global (victimización y agresión), como en los diferentes perfiles de <italic>cyberbullying</italic>, encontrando porcentajes más elevados en los grupos de mayor edad.</p>
				<p>Por lo que se refiere al consumo de videojuegos, el 66.1% de los adolescentes que componen la muestra indican jugar a videojuegos al menos una vez al mes, mientras que el 52.8% juegan todas las semanas (<xref ref-type="table" rid="t11">Tabla 3</xref>), con un promedio de 8.64 horas semanales (<italic>DT</italic> = 10.45). Cabe señalar también que el 3.2% podrían considerarse “jugadores intensivos”, ya que invierten habitualmente más de 30 horas cada semana a jugar a videojuegos. Por otra parte, el 32.1% de la muestra global refiere jugar a videojuegos PEGI18 con contenidos de violencia explícita (el 47% de los jugadores). Atendiendo al género, se han observado diferencias significativas en términos de frecuencia de juego, intensidad y de consumo de videojuegos PEGI18, encontrando tasas superiores siempre en el género masculino. Con relación al grupo de edad, a pesar de no encontrar diferencias significativas en el porcentaje de jugadores habituales, sí se encontraron tanto en el porcentaje de jugadores intensivos como en el de consumo de videojuegos PEGI18.</p>
				<p>
					<table-wrap id="t11">
						<label>Tabla 3</label>
						<caption>
							<title><italic>Descriptivos del consumo de videojuegos (frecuencia, intensidad y PEGI18)</italic></title>
						</caption>
						<table>
							<colgroup>
								<col/>
								<col/>
								<col span="4"/>
								<col span="5"/>
							</colgroup>
							<thead>
								<tr>
									<th align="left"></th>
									<th align="left"></th>
									<th align="center" colspan="4">Género</th>
									<th align="center" colspan="5">Grupo de edad</th>
								</tr>
								<tr>
									<th align="left"></th>
									<th align="center">Global</th>
									<th align="center">Femenino</th>
									<th align="center">Masculino</th>
									<th align="center">χ<sup>2</sup></th>
									<th align="center">V</th>
									<th align="center">10-12</th>
									<th align="center">13-14</th>
									<th align="center">15-17</th>
									<th align="center">χ<sup>2</sup></th>
									<th align="center">V</th>
								</tr>
							</thead>
							<tbody>
								<tr>
									<td align="left">Jugadores habituales<sup>1</sup> (%)</td>
									<td align="center">52.8%</td>
									<td align="center">24.7%</td>
									<td align="center">81.9%</td>
									<td align="center">668.16**</td>
									<td align="center">.57</td>
									<td align="center">56%</td>
									<td align="center"> 52.3%</td>
									<td align="center">49.9%</td>
									<td align="center">5.65</td>
									<td align="center"></td>
								</tr>
								<tr>
									<td align="left">Jugadores intensivos<sup>2</sup> (%)</td>
									<td align="center">3.2%</td>
									<td align="center">0.8%</td>
									<td align="center">6.6%</td>
									<td align="center">35.21**</td>
									<td align="center">.15</td>
									<td align="center">2.3%</td>
									<td align="center">5.6%</td>
									<td align="center">4.7%</td>
									<td align="center">8.95*</td>
									<td align="center">.07</td>
								</tr>
								<tr>
									<td align="left">PEGI18 (%)</td>
									<td align="center">47%</td>
									<td align="center">31.4%</td>
									<td align="center">55.5%</td>
									<td align="center">75.27**</td>
									<td align="center">.23</td>
									<td align="center">31.3%</td>
									<td align="center">54.6%</td>
									<td align="center">58.5%</td>
									<td align="center">87.62**</td>
									<td align="center">.25</td>
								</tr>
							</tbody>
						</table>
						<table-wrap-foot>
							<fn id="TFN10">
								<p><italic>Nota</italic>. <sup>1</sup>Juegan todas las semanas; <sup>2</sup>Más de 30 horas semanales (<xref ref-type="bibr" rid="B3">Andrade et al., 2021</xref>).</p>
							</fn>
							<fn id="TFN11">
								<p>*<italic>p</italic> &lt; .05; **<italic>p</italic> &lt; .001.</p>
							</fn>
						</table-wrap-foot>
					</table-wrap>
				</p>
				<p>Tal y como se recoge en la <xref ref-type="table" rid="t12">Tabla 4</xref>, los análisis realizados constatan una asociación significativa entre el consumo de videojuegos PEGI18 y las tasas globales de <italic>bullying</italic> y <italic>cyberbullying.</italic> En el primer caso se han encontrado diferencias significativas sólo a nivel de agresión global (χ<sup>2</sup> = 42.39; <italic>p</italic> &lt; .05), pero en el segundo tanto en agresión (χ<sup>2</sup> = 29.41; <italic>p</italic> &lt; .001) como en victimización (χ<sup>2</sup> = 17.94; <italic>p</italic> &lt; .001). Estos resultados confirman parcialmente la primera hipótesis de trabajo, ya que en el caso del <italic>bullying</italic> las diferencias encontradas se limitan únicamente a la agresión.</p>
				<p>
					<table-wrap id="t12">
						<label>Tabla 4</label>
						<caption>
							<title><italic>Consumo de videojuegos PEGI18 y tasas de bullying y cyberbullying (victimización y agresión)</italic></title>
						</caption>
						<table>
							<colgroup>
								<col/>
								<col/>
								<col span="2"/>
								<col span="2"/>
							</colgroup>
							<thead>
								<tr>
									<th align="left"></th>
									<th align="left"></th>
									<th align="center" colspan="2">PEGI18</th>
									<th align="left" colspan="2"></th>
								</tr>
								<tr>
									<th align="left"></th>
									<th align="center">Global</th>
									<th align="center">No</th>
									<th align="center">Sí</th>
									<th align="center">χ<sup>2</sup></th>
									<th align="center">V</th>
								</tr>
							</thead>
							<tbody>
								<tr>
									<td align="left" colspan="6"><italic>Bullying</italic></td>
								</tr>
								<tr>
									<td align="left">Victimización</td>
									<td align="center"> 39.4%</td>
									<td align="center">38.4%</td>
									<td align="center">42.4%</td>
									<td align="center">2.56</td>
									<td align="center"></td>
								</tr>
								<tr>
									<td align="left">Agresión</td>
									<td align="center"> 18.7%</td>
									<td align="center">15.4%</td>
									<td align="center">28.3%</td>
									<td align="center">42.39**</td>
									<td align="center">.15</td>
								</tr>
								<tr>
									<td align="left" colspan="6"><italic>Cyberbullying</italic></td>
								</tr>
								<tr>
									<td align="left">Victimización</td>
									<td align="center"> 15.3%</td>
									<td align="center">13.3%</td>
									<td align="center">21.1%</td>
									<td align="center">17.94**</td>
									<td align="center">.09</td>
								</tr>
								<tr>
									<td align="left">Agresión</td>
									<td align="center"> 10.2%</td>
									<td align="center">8%</td>
									<td align="center">16.4%</td>
									<td align="center">29.41**</td>
									<td align="center">.12</td>
								</tr>
							</tbody>
						</table>
						<table-wrap-foot>
							<fn id="TFN12">
								<p>*<italic>p</italic> &lt; .05; **<italic>p</italic> &lt; .001.</p>
							</fn>
						</table-wrap-foot>
					</table-wrap>
				</p>
				<p>Se han realizado los análisis atendiendo al género (<xref ref-type="table" rid="t13">Tabla 5</xref>) y al grupo de edad (<xref ref-type="table" rid="t14">Tabla 6</xref>). Con relación al género, se ha observado que para el género femenino las diferencias son notorias en el caso de la victimización (especialmente por <italic>cyberbullying</italic>), mientras que para el masculino son mayores en la agresión (tanto por <italic>bullying</italic> como por <italic>cyberbullying</italic>). En cuanto a la edad, las diferencias son significativas y más intensas en el grupo más joven (10-12 años), tanto para la victimización como para la agresión y tanto en el <italic>bullying</italic> como en el <italic>cyberbullying</italic>. Estas diferencias se reducen con la edad, desapareciendo incluso en el grupo de 15-17 años, lo cual permite confirmar la segunda hipótesis de este trabajo.</p>
				<p>
					<table-wrap id="t13">
						<label>Tabla 5</label>
						<caption>
							<title><italic>Niveles de victimización y agresión según el consumo de videojuegos PEGI 18 por género</italic></title>
						</caption>
						<table>
							<colgroup>
								<col/>
								<col span="8"/>
							</colgroup>
							<thead>
								<tr>
									<th align="left"></th>
									<th align="center" colspan="8">Género</th>
								</tr>
								<tr>
									<th align="left"></th>
									<th align="center" colspan="4">Femenino</th>
									<th align="center" colspan="4">Masculino</th>
								</tr>
								<tr>
									<th align="left"></th>
									<th align="center">No PEGI18</th>
									<th align="center">PEGI18</th>
									<th align="center">χ<sup>2</sup></th>
									<th align="center">V</th>
									<th align="center">No PEGI18</th>
									<th align="center">PEGI18</th>
									<th align="center">χ<sup>2</sup></th>
									<th align="center">V</th>
								</tr>
							</thead>
							<tbody>
								<tr>
									<td align="left" colspan="9"><italic>Bullying</italic></td>
								</tr>
								<tr>
									<td align="left">Victimización</td>
									<td align="center">41.3%</td>
									<td align="center">57.7%</td>
									<td align="center">11.49**</td>
									<td align="center">.15</td>
									<td align="center">36.6%</td>
									<td align="center">41%</td>
									<td align="center">1.78</td>
									<td align="center"></td>
								</tr>
								<tr>
									<td align="left">Agresión</td>
									<td align="center">15.8%</td>
									<td align="center">23.7%</td>
									<td align="center">4.46*</td>
									<td align="center">.1</td>
									<td align="center">17.3%</td>
									<td align="center">27.4%</td>
									<td align="center">12.73**</td>
									<td align="center">.12</td>
								</tr>
								<tr>
									<td align="left" colspan="9"><italic>Cyberbullying</italic></td>
								</tr>
								<tr>
									<td align="left">Victimización</td>
									<td align="center">15.1%</td>
									<td align="center">37.4%</td>
									<td align="center">30.77**</td>
									<td align="center">.25</td>
									<td align="center">10.6%</td>
									<td align="center">18.3%</td>
									<td align="center">10.16**</td>
									<td align="center">.11</td>
								</tr>
								<tr>
									<td align="left">Agresión</td>
									<td align="center">9.8%</td>
									<td align="center">14.8%</td>
									<td align="center">2.71</td>
									<td align="center"></td>
									<td align="center">7.6%</td>
									<td align="center">16.2%</td>
									<td align="center">15.16**</td>
									<td align="center">.13</td>
								</tr>
							</tbody>
						</table>
						<table-wrap-foot>
							<fn id="TFN13">
								<p>*<italic>p</italic> &lt; .05; **<italic>p</italic> &lt; .001.</p>
							</fn>
						</table-wrap-foot>
					</table-wrap>
				</p>
				<p>
					<table-wrap id="t14">
						<label>Tabla 6</label>
						<caption>
							<title><italic>Niveles de victimización y agresión según el consumo de videojuegos PEGI18 por grupo de edad</italic></title>
						</caption>
						<table>
							<colgroup>
								<col/>
								<col span="12"/>
							</colgroup>
							<thead>
								<tr>
									<th align="left"></th>
									<th align="center" colspan="12">Grupo de edad</th>
								</tr>
								<tr>
									<th align="left"></th>
									<th align="center" colspan="4">10-12</th>
									<th align="center" colspan="4">13-14</th>
									<th align="center" colspan="4">15-17</th>
								</tr>
								<tr>
									<th align="left"></th>
									<th align="center">No PEGI18</th>
									<th align="center">PEGI18</th>
									<th align="center">χ<sup>2</sup></th>
									<th align="center">V</th>
									<th align="center">No PEGI18</th>
									<th align="center">PEGI18</th>
									<th align="center">χ<sup>2</sup></th>
									<th align="center">V</th>
									<th align="center">No PEGI18</th>
									<th align="center">PEGI18</th>
									<th align="center">χ<sup>2</sup></th>
									<th align="center">V</th>
								</tr>
							</thead>
							<tbody>
								<tr>
									<td align="left" colspan="13"><italic>Bullying</italic></td>
								</tr>
								<tr>
									<td align="left">Victimización</td>
									<td align="center">37.5%</td>
									<td align="center">51.5%</td>
									<td align="center">9.95**</td>
									<td align="center">.14</td>
									<td align="center">41.1%</td>
									<td align="center">46.7%</td>
									<td align="center">1.35</td>
									<td align="center"></td>
									<td align="center">40.3%</td>
									<td align="center">38.9%</td>
									<td align="center">0.1</td>
									<td align="center"></td>
								</tr>
								<tr>
									<td align="left">Agresión</td>
									<td align="center">11.7%</td>
									<td align="center">23%</td>
									<td align="center">11.38**</td>
									<td align="center">.15</td>
									<td align="center">18.4%</td>
									<td align="center">26.6%</td>
									<td align="center">3.97*</td>
									<td align="center">.1</td>
									<td align="center">24.6%</td>
									<td align="center">28.3%</td>
									<td align="center">0.77</td>
									<td align="center"></td>
								</tr>
								<tr>
									<td align="left" colspan="13"><italic>Cyberbullying</italic></td>
								</tr>
								<tr>
									<td align="left">Victimización</td>
									<td align="center">7.4%</td>
									<td align="center">17.5%</td>
									<td align="center">12.27**</td>
									<td align="center">.15</td>
									<td align="center">14.9%</td>
									<td align="center">24.4%</td>
									<td align="center">5.81*</td>
									<td align="center">.12</td>
									<td align="center">21.6%</td>
									<td align="center">24.7%</td>
									<td align="center">0.61</td>
									<td align="center"></td>
								</tr>
								<tr>
									<td align="left">Agresión</td>
									<td align="center">3.3%</td>
									<td align="center">11.4%</td>
									<td align="center">13.82**</td>
									<td align="center">.16</td>
									<td align="center">11.12%</td>
									<td align="center">14.7%</td>
									<td align="center">1.1</td>
									<td align="center"></td>
									<td align="center">15.8%</td>
									<td align="center">20.2%</td>
									<td align="center">1.46</td>
									<td align="center"></td>
								</tr>
							</tbody>
						</table>
						<table-wrap-foot>
							<fn id="TFN14">
								<p>*<italic>p</italic> &lt; .05; **<italic>p</italic> &lt; .001.</p>
							</fn>
						</table-wrap-foot>
					</table-wrap>
				</p>
				<p>Finalmente se llevó a cabo una regresión logística binaria, utilizando la victimización y la agresión por <italic>bullying</italic> y <italic>cyberbullying</italic> como variables criterio y el consumo de videojuegos PEGI18 como predictor, ajustando el análisis por género y edad. Para esta última se utilizaron los datos cuantitativos originales, sin agrupar. En la <xref ref-type="table" rid="t15">tabla 7</xref> se reflejan los <italic>R</italic><sup><italic>2</italic></sup> de Nagelkerke obtenidos para cada modelo y los coeficientes β asociados a cada variable. Como se puede observar en la <xref ref-type="table" rid="t16">Tabla 8</xref>, en todos los casos el PEGI18 presenta un peso estadísticamente significativo, tanto para el <italic>bullying</italic> como para el <italic>cyberbullying</italic>. A tenor de las <italic>Odd Ratio</italic> (OR) obtenidas, el peso del PEGI es menor en el <italic>bullying</italic> (1.49 y 1.57) que en el <italic>cyberbullying</italic> (2.16 y 1.73). Por otra parte, con relación a la variable género, sólo se ha encontrado un peso significativo respecto a la victimización (tanto por <italic>bullying</italic> como por <italic>cyberbullying</italic>), no respecto a la agresión. El género masculino mostró menores probabilidades de victimización en ambos casos (OR = 0.67 y 0.49). Por último, la edad es un predictor significativo salvo en victimización por <italic>bullying</italic>, observándose que cuanto mayor es la edad, mayor tiende a ser la probabilidad de victimización y de agresión, especialmente en el caso del <italic>cyberbullying</italic>.</p>
				<p>
					<table-wrap id="t15">
						<label>Tabla 7</label>
						<caption>
							<title><italic>Ecuaciones de los modelos y R</italic><sup><italic>2</italic></sup><italic> de Nagelkerke</italic></title>
						</caption>
						<table>
							<colgroup>
								<col/>
								<col span="4"/>
								<col/>
							</colgroup>
							<thead>
								<tr>
									<th align="left" rowspan="2"></th>
									<th align="center" colspan="4">Ecuación del modelo</th>
									<th align="center" rowspan="2">R<sup>2</sup> de Nagelkerke</th>
								</tr>
								<tr>
									<th align="center">Constante</th>
									<th align="center">β<sub>1</sub> (PEGI)</th>
									<th align="center">β<sub>2</sub> (Género)</th>
									<th align="center">β<sub>3</sub> (Edad)</th>
								</tr>
							</thead>
							<tbody>
								<tr>
									<td align="left" colspan="6"><italic>Bullying</italic></td>
								</tr>
								<tr>
									<td align="left">Victimización</td>
									<td align="center">0.46</td>
									<td align="center">0.4</td>
									<td align="center">-0.4</td>
									<td align="center"></td>
									<td align="center">.02</td>
								</tr>
								<tr>
									<td align="left">Agresión</td>
									<td align="center">-3.12</td>
									<td align="center">0.49</td>
									<td align="center"></td>
									<td align="center">0.12</td>
									<td align="center">.04</td>
								</tr>
								<tr>
									<td align="left" colspan="6"><italic>Cyberbullying</italic></td>
								</tr>
								<tr>
									<td align="left">Victimización</td>
									<td align="center">-3.49</td>
									<td align="center">0.77</td>
									<td align="center">-0.71</td>
									<td align="center">0.15</td>
									<td align="center">.07</td>
								</tr>
								<tr>
									<td align="left">Agresión</td>
									<td align="center">4.83</td>
									<td align="center">0.54</td>
									<td align="center"></td>
									<td align="center">0.19</td>
									<td align="center">.05</td>
								</tr>
							</tbody>
						</table>
					</table-wrap>
				</p>
				<p>
					<table-wrap id="t16">
						<label>Tabla 8</label>
						<caption>
							<title><italic>Regresión logística binaria ajustada por género y edad</italic></title>
						</caption>
						<table>
							<colgroup>
								<col/>
								<col/>
								<col span="2"/>
								<col span="2"/>
								<col span="2"/>
							</colgroup>
							<thead>
								<tr>
									<th align="left"></th>
									<th align="left"></th>
									<th align="center" colspan="2">PEGI</th>
									<th align="center" colspan="2">Género</th>
									<th align="center" colspan="2">Edad</th>
								</tr>
								<tr>
									<th align="left"></th>
									<th align="center"><italic>n</italic> (%)</th>
									<th align="center">OR<sup>1</sup></th>
									<th align="center">IC<sup>2</sup> (95%)</th>
									<th align="center">OR<sup>1</sup></th>
									<th align="center">IC<sup>2</sup> (95%)</th>
									<th align="center">OR<sup>1</sup></th>
									<th align="center">IC<sup>2</sup> (95%)</th>
								</tr>
							</thead>
							<tbody>
								<tr>
									<td align="left" colspan="8"><italic>Bullying</italic></td>
								</tr>
								<tr>
									<td align="left">Victimización</td>
									<td align="center">808 (39.4)</td>
									<td align="center">1.49**</td>
									<td align="center">(1.18,1.87)</td>
									<td align="center">0.67**</td>
									<td align="center">(0.53, 0.84)</td>
									<td align="center">0.95</td>
									<td align="center">(0.9, 1)</td>
								</tr>
								<tr>
									<td align="left">Agresión</td>
									<td align="center">383 (18.7)</td>
									<td align="center">1.57**</td>
									<td align="center">(1.19, 2.1)</td>
									<td align="center">1.18</td>
									<td align="center">(0.89, 1.58)</td>
									<td align="center">1.12**</td>
									<td align="center">(1.05, 1.2)</td>
								</tr>
								<tr>
									<td align="left" colspan="8"><italic>Cyberbullying</italic></td>
								</tr>
								<tr>
									<td align="left">Victimización</td>
									<td align="center">311 (15.3)</td>
									<td align="center">2.16**</td>
									<td align="center">(1.59, 2.93)</td>
									<td align="center">0.49**</td>
									<td align="center">(0.36, 0.66)</td>
									<td align="center">1.15**</td>
									<td align="center">(1.08, 1.24)</td>
								</tr>
								<tr>
									<td align="left">Agresión</td>
									<td align="center">207 (10.2)</td>
									<td align="center">1.73**</td>
									<td align="center">(1.21, 2.46)</td>
									<td align="center"> 0.95</td>
									<td align="center">(0.66, 1.36)</td>
									<td align="center">1.2*</td>
									<td align="center">(1.11, 1.31)</td>
								</tr>
							</tbody>
						</table>
						<table-wrap-foot>
							<fn id="TFN15">
								<p><italic>Nota</italic>. <sup>1</sup>OR = Odds ratio; <sup>2</sup>IC = Intervalo de confianza.</p>
							</fn>
							<fn id="TFN16">
								<p>*<italic>p</italic> &lt; .05; **<italic>p</italic> &lt; .001.</p>
							</fn>
						</table-wrap-foot>
					</table-wrap>
				</p>
			</sec>
			<sec sec-type="discussion">
				<title>Discusión</title>
				<p>El presente trabajo fue planteado con el objetivo fundamental de analizar la relación existente entre el consumo de videojuegos clasificados como PEGI18 (con contenidos de violencia explícita), el <italic>bullying</italic> y el <italic>cyberbullying</italic>.</p>
				<p>A pesar de no constituir un objetivo propiamente del estudio, los datos recogidos han permitido constatar, en primer lugar, tasas de <italic>bullying</italic> y de <italic>cyberbullying</italic> (tanto de victimización como de agresión) realmente elevadas, lo que sirve para recalcar las advertencias que vienen realizando instituciones como la <xref ref-type="bibr" rid="B42">UNESCO (2019</xref>) o UNICEF (<xref ref-type="bibr" rid="B3">Andrade et al., 2021</xref>), que señalan que alrededor de uno de cada tres adolescentes en el mundo podría ser víctima de acoso escolar. En esta misma idea insisten diferentes autores, tanto en España (<xref ref-type="bibr" rid="B36">Pichel et al., 2022</xref>) como a nivel internacional (<xref ref-type="bibr" rid="B20">Jadambaa et al., 2019</xref>). Las diferencias encontradas por género y edad resultan también coherentes con la literatura (<xref ref-type="bibr" rid="B12">Feijóo et al., 2021a</xref>; <xref ref-type="bibr" rid="B13">Feijóo et al., 2021b</xref>; <xref ref-type="bibr" rid="B44">Walters, 2021</xref>), lo cual justifica la necesidad de adoptar definitivamente un enfoque de género en su abordaje.</p>
				<p>Por lo que al consumo de videojuegos se refiere, se ha podido constatar que éstos constituyen uno de los principales canales de ocio de los adolescentes en la actualidad, tanto en términos de frecuencia de consumo (dos de cada tres adolescentes juegan a videojuegos al menos alguna vez al mes), como de intensidad (8.64 horas semanales por término medio). Ambos datos son similares a los ofrecidos tanto por la propia <xref ref-type="bibr" rid="B4">Asociación Española de Videojuegos (2023</xref>) como por <xref ref-type="bibr" rid="B3">Andrade et al. (2021</xref>). Se han encontrado diferencias significativas en función del género, con tasas superiores tanto en frecuencia como de intensidad en el caso del género masculino. Estos resultados de nuevo son congruentes con investigaciones previas (<xref ref-type="bibr" rid="B3">Andrade et al., 2021</xref>), pudiendo ser parcialmente explicados por el hecho original de que los videojuegos tradicionales estarían diseñados por y para hombres, siendo estas tasas un reflejo de la propia historia de la industria del videojuego (<xref ref-type="bibr" rid="B23">Kuss y Griffiths, 2012</xref>). Por otra parte, estudios recientes constatan todavía una mayor presencia de personajes masculinos que femeninos, siendo estos últimos notablemente sexualizados y adoptando generalmente roles secundarios (<xref ref-type="bibr" rid="B24">Leonhardt y Overå, 2021</xref>; <xref ref-type="bibr" rid="B38">Skowronsky et al., 2021</xref>).</p>
				<p>Centrándonos ya en el objetivo principal de este trabajo, se ha podido evidenciar un consumo relativamente elevado de videojuegos PEGI18 (con contenidos de violencia explícita) entre los adolescentes: el 32.1% de la muestra global refiere jugar a videojuegos PEGI18, ascendiendo este porcentaje al 47% entre los que juegan a videojuegos al menos alguna vez al mes. Los porcentajes son, de nuevo, mayores para el género masculino, lo que coincide con los datos proporcionados por <xref ref-type="bibr" rid="B3">Andrade et al. (2021</xref>). Ello podría deberse a que este tipo de videojuegos ofrecen a los jugadores la posibilidad de satisfacer necesidades y motivaciones relativas a roles de carácter dominante o un mayor interés por la actividad sexual, elementos que, según <xref ref-type="bibr" rid="B9">Denson et al. (2022</xref>), tradicionalmente se han asociado al género masculino.</p>
				<p>Se han tratado de analizar las posibles implicaciones del consumo de videojuegos PEGI18 en la victimización y la agresión tanto por <italic>bullying</italic> como por <italic>cyberbullying</italic>. En el caso del <italic>cyberbullying</italic>, los resultados encontrados a nivel bivariado muestran una relación significativa tanto en lo que se refiere a la victimización como a la agresión, limitándose a esta última en el caso del <italic>bullying</italic>. Sin embargo, los resultados obtenidos a nivel multivariado (mediante la realización de una regresión logística) revelan que a pesar de que dicho efecto es más reducido, resulta igualmente significativo. A la luz de estos resultados sería posible afirmar que el consumo de videojuegos PEGI18 en la infancia y la adolescencia se asocia a mayores tasas de <italic>bullying</italic> y <italic>cyberbullying</italic>. Mientras que en el <italic>bullying</italic> las diferencias observadas son más notorias en el caso de la agresión que de la victimización, en el <italic>cyberbullying</italic> se han encontrado diferencias muy similares en ambos casos, pero comparativamente mayores. Dicha asociación entre el consumo de videojuegos con contenidos de violencia explícita resulta congruente con los hallazgos de trabajos previos, en los que se constata que el consumo de videojuegos violentos posee implicaciones en el comportamiento social del individuo y explícitamente en las conductas agresivas (<xref ref-type="bibr" rid="B7">Burkhardt y Lenhard, 2022</xref>; <xref ref-type="bibr" rid="B18">Greitmeyer, 2022</xref>). Esta relación podría explicarse a través del <italic>General Affective Agression Model</italic>, a través del cual se establece que el consumo de videojuegos violentos podría, en cierto modo, “enseñar” y “recompensar” comportamientos agresivos hacia los pares, reforzando la creencia de que la solución agresiva posee un carácter funcional (<xref ref-type="bibr" rid="B2">Anderson y Dill, 2000</xref>). Esta interpretación podría subyacer a la posible normalización de la conducta agresiva en patrones de interacción normales, que se traducirían en tasas superiores de <italic>bullying</italic> y de <italic>cyberbullying</italic>.</p>
				<p>Por último, los resultados obtenidos revelan un efecto del consumo de videojuegos PEGI18 más intenso en edades tempranas, con tamaños de efecto mayores en la franja de 10-12 años. A medida que la edad aumenta dicho efecto parece diluirse. Estos resultados son coherentes con el trabajo de <xref ref-type="bibr" rid="B7">Burkhardt y Lenhard (2022</xref>) llevado a cabo en el ámbito de la prevención y que insisten en una mayor vulnerabilidad en dichas etapas vitales. Por otra parte, de los resultados se desprende también la necesidad de adecuar los contenidos de los diferentes videojuegos a la edad de sus usuarios, velando por el cumplimiento de la normativa <xref ref-type="bibr" rid="B34">PEGI (2015</xref>).</p>
				<p>En conclusión, este trabajo ha permitido comprobar de forma empírica que el consumo de videojuegos PEGI18 con violencia explícita es una conducta relativamente frecuente desde la adolescencia temprana, lo que denota un incumplimiento manifiesto de las recomendaciones internacionales. Se ha constatado que el consumo de este tipo de contenidos es un factor que pude contribuir peligrosamente a la normalización de la violencia entre iguales, así como de actitudes y conductas contrarias a la convivencia. Especialmente en la adolescencia temprana, el consumo de contenidos violentos a través de videojuegos se asocia con niveles de victimización que llegan a duplicarse y de agresión que se triplican, especialmente en el caso del <italic>cyberbullying</italic>. Si se tiene en cuenta que, según los datos de la propia patronal del videojuego (<xref ref-type="bibr" rid="B4">Asociación Española de Videojuegos, 2023</xref>), la franja de edad comprendida entre los 6 y los 14 años concentra el principal segmento de consumidores de videojuegos en España, urge establecer medidas a nivel preventivo. En primer lugar, es necesario un trabajo más decidido a nivel de prevención familiar. Los progenitores deben un control más estricto en la selección de los títulos y/o formatos de videojuegos que consumen sus hijos, al tiempo que una mayor supervisión y acompañamiento en lo que a sus actividades de ocio se refiere. Con respecto al uso de internet y las redes sociales, se ha observado que una adecuada supervisión y control por parte de los progenitores constituye un factor de protección importante de cara a la prevención tanto del uso problemático como de diferentes conductas de riesgo <italic>online</italic> (<xref ref-type="bibr" rid="B16">Gómez et al., 2017</xref>; <xref ref-type="bibr" rid="B17">Gómez-Ortiz et al., 2018</xref>). En segundo lugar, el trabajo con los progenitores debe completarse con acciones concretas a nivel de prevención escolar, habida cuenta del potencial educativo que tradicionalmente se le ha atribuido al juego y en la actualidad al videojuego (<xref ref-type="bibr" rid="B26">López-Gómez et al., 2022</xref>). Por último, desde el punto de vista de la prevención ambiental, no es menos importante instar a las instituciones y a la propia industria del videojuego a ejercer un papel más activo en la promoción de un consumo responsable y, en particular, en la difusión y cumplimiento de la normativa PEGI.</p>
				<p>En cuanto a las limitaciones de este trabajo, conviene señalar que, a pesar del tamaño de la muestra disponible (<italic>N</italic> = 2,083), el hecho de haber utilizado un muestreo no probabilístico hace que los resultados deban ser interpretado con cautela. Por otra parte, se trata de un estudio transversal, por lo que no pueden esta establecerse relaciones de causa-efecto. Únicamente el uso de un diseño longitudinal permitiría informar fehacientemente de los efectos del consumo de videojuegos PEGI18 sobre el <italic>bullying</italic> y el <italic>cyberbullying.</italic></p>
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					<label>Fuentes de financiación</label>
					<p> Esta investigación no recibió ninguna financiación específica de agencias públicas, comerciales o de otro sector.</p>
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