{"id":21672,"date":"2022-12-14T10:53:19","date_gmt":"2022-12-14T09:53:19","guid":{"rendered":"https:\/\/idibell.cat\/en\/?p=21672"},"modified":"2022-12-14T10:53:19","modified_gmt":"2022-12-14T09:53:19","slug":"cac-idibell-and-the-bellvitge-university-hospital-culminate-the-study-what-do-you-bet-about-the-risks-of-video-games-and-gambling","status":"publish","type":"post","link":"https:\/\/idibell.cat\/en\/2022\/12\/cac-idibell-and-the-bellvitge-university-hospital-culminate-the-study-what-do-you-bet-about-the-risks-of-video-games-and-gambling\/","title":{"rendered":"CAC, IDIBELL and the Bellvitge University Hospital culminate the study What do you bet? about the risks of video games and gambling"},"content":{"rendered":"

A pilot test carried out in two ESO institutes in the Barcelona metropolitan area shows that introducing educational programs into classrooms prevents addiction to video games and gambling, as well as raises awareness among adolescents and teachers about the risks.<\/p>\n

The didactic unit What do you bet?<\/em> Has been tested in two educational centers (Escola Virolai and Institut Bellvitge, aimed at students in 3rd and 4th ESO. The activities, designed to be implemented in the classroom, are programmed based on the competencies of the Culture and Ethical Values field of the secondary school curriculum.<\/p>\n

The didactic material has been created by the Audiovisual Council of Catalonia (CAC), through the eduCAC program, within the framework of a scientific study by the research group on Psychoneurobiology of Eating Disorders and Addictive Behaviors of the Bellvitge Biomedical Research Institute (IDIBELL) and the Bellvitge University Hospital (HUB).<\/p>\n

The educational contents of the project, which was presented a year ago, have undergone an intervention and piloting phase in the two educational centers mentioned.<\/p>\n

Two groups of students have been defined in each center, an experimental group, and a control group, depending on whether or not they have participated in the intervention in the classroom. Both groups responded to questionnaires at the beginning and at the end of the piloting that have been analyzed by the clinical professionals. The students of the experimental group, after working on the contents, have produced audiovisual products in which they integrate reflections and knowledge about what they have learned. Some have opted for narrating video game games adopting different roles (casters, players), and others have chosen podcasts.<\/p>\n

Once the pilot was finished, the HUB’s Pathological Gambling unit analyzed the data to draw conclusions and the eduCAC program modified the didactic unit based on the assessments of the teachers who participated in the pilot.<\/p>\n

Regarding the results and concerning video games, it has been observed that:<\/p>\n