Cybersecurity And Privacy Of Adolescents On Gaming
Platforms In Ecuador: An Evaluation
Ciberseguridad
Y Privacidad De Adolescentes En Plataformas De Gaming En Ecuador: Una
Evaluación
|
Jorge
Paolo Morales Jaya Universidad
Estatal Península de Santa Elena, Posgrado, Maestría en Ciberseguridad,
Ecuador, jorge.moralesjaya0842@upse.edu.ec,
https://orcid.org/0009-0006-3424-8487 Byron
Oviedo-Bayas Universidad
Estatal Península de Santa Elena, Facultad de Posgrado, Ecuador Universidad
Técnica Estatal de Quevedo, Facultad de Posgrado, Ecuador boviedo0373@upse.edu.ec boviedo@uteq.edu.ec https://orcid.org/0000-0002-5366-5917
|
![]()
ABSTRACT
Online gaming has become one of the primary social environments for
adolescents in Ecuador. For many young people, gaming platforms are not merely
entertainment spaces but environments where identity, belonging, and peer
relationships are constructed. However, these same platforms incorporate
interaction dynamics that may compromise cybersecurity and privacy, especially
when digital knowledge does not translate into consistent self-protection
practices. This study aimed to analyze the relationship between cybersecurity
knowledge and privacy protection practices among Ecuadorian adolescents using
gaming platforms, integrating a correlational empirical study with a systematic
literature review. A quantitative, non-experimental, cross-sectional study was
conducted with 100 adolescents aged 12 to 18. A structured questionnaire
validated by expert judgment was applied, achieving adequate reliability levels
(α = 0.83 and α = 0.79). In parallel, a systematic review was conducted
following PRISMA 2020 guidelines (Page et al., 2021). Results revealed a
moderate level of cybersecurity knowledge (M = 3.13), partial implementation of
privacy protection measures, and high exposure to contact with strangers (79%).
A statistically significant moderate positive correlation was found between
cybersecurity knowledge and privacy protection (r = 0.42; p < 0.001).
Findings indicate that strengthening cybersecurity knowledge contributes to
improved digital protection behaviors, yet it does not fully eliminate
vulnerability. Effective adolescent protection in gaming environments requires
an integrated approach that combines critical digital education,
context-specific regulation, and responsible platform design.
RESUMEN
El gaming en
línea se ha convertido en uno de los principales escenarios de socialización
adolescente en Ecuador. Para muchos jóvenes, no es únicamente un espacio de
entretenimiento, sino un entorno donde construyen identidad, pertenencia y
vínculos sociales. Sin embargo, estas mismas plataformas incorporan dinámicas
que pueden comprometer su ciberseguridad y privacidad, especialmente cuando el
conocimiento digital no se traduce en prácticas efectivas de autoprotección.
Este estudio tuvo como propósito analizar la relación entre el conocimiento en
ciberseguridad y las prácticas de protección de la privacidad en adolescentes
ecuatorianos usuarios de plataformas de gaming, integrando un estudio
correlacional con una revisión sistemática de la literatura científica
reciente. Se desarrolló una investigación cuantitativa, no experimental y
transversal con 100 adolescentes de entre 12 y 18 años. Se aplicó un
cuestionario estructurado validado por expertos y con adecuados niveles de
confiabilidad (α = 0.83 y α = 0.79). Paralelamente, se realizó una revisión
sistemática siguiendo las directrices PRISMA 2020 (Page et al., 2021). Los
resultados evidenciaron un nivel moderado de conocimiento en ciberseguridad (M
= 3.13), una implementación parcial de medidas de privacidad y una alta
exposición a contacto con desconocidos (79%). Se identificó una correlación
positiva moderada y significativa entre conocimiento y protección (r = 0.42; p
< 0.001). Los hallazgos muestran que el conocimiento contribuye a mejorar la
protección digital, pero no elimina completamente la vulnerabilidad. Se
concluye que la protección efectiva requiere un enfoque integral que combine
formación crítica, regulación específica y diseño responsable de plataformas.
Keywords / Palabras
clave
social engineering, youth digital interaction, risk exposure, privacy
settings, digital co-responsibility.
ingeniería
social, interacción digital juvenil, exposición a riesgos, configuración de
privacidad, corresponsabilidad digital
Introduction
Over the
past decade, online gaming platforms have evolved from simple entertainment
spaces into true environments for adolescent digital socialization. For many
young Ecuadorians, joining games on Roblox, Free Fire, or Minecraft is not just
about playing: it means meeting friends, forming teams, competing, chatting via
voice chat, sharing achievements, and, in many cases, building part of their
social identity. These digital spaces operate as extensions of the offline
world, where belonging and reputation are also negotiated and contested.
However,
this deep integration of gaming into the daily lives of adolescents is not
without risks. The technical architecture of these platforms—based on public
profiles, messaging systems, random matchmaking, and virtual
economies—significantly increases the surface area of exposure to threats
related to cybersecurity and privacy. The issue, therefore, cannot be
understood solely as a technical matter related to passwords or security
settings, but rather as a socio-technical phenomenon in which psychological,
cultural, educational, and regulatory dynamics converge.
Various
international studies have documented that online multiplayer environments can
facilitate practices such as cyberbullying, grooming, phishing, and identity
theft. Hu et al. (2025), in a systematic review of cyberbullying in multiplayer
video games, demonstrate that intense competitiveness, combined with anonymity
and limited active moderation, fosters the normalization of hostile behaviors.
In these spaces, aggressive language can be interpreted as part of the game’s
culture, making it difficult to distinguish between competitive interaction and
digital violence.
At the same
time, Gutiérrez et al. (2025) note that chat systems integrated into video
games have been used as vectors for social engineering attacks. Through
seemingly harmless messages—offers of virtual items, promises of account
upgrades, or invitations to exclusive events—attackers seek to obtain login
credentials or personal information. Phishing on gaming platforms has its own
unique characteristics: it relies on the trust generated by repeated
interaction and on the symbolic and economic value that adolescents attribute
to their digital achievements.
Added to
this risk dimension is the issue of massive collection of personal data.
Dasgupta and Sarkar (2022) warn that many video game platforms collect
sensitive information—such as geographic location, consumption habits,
interaction patterns, and financial information associated with
microtransactions—without transparency mechanisms that are easily
understandable to minors. Privacy policies are often written in complex legal
language, and secure settings are not always enabled by default. Consequently,
adolescents face technical decisions that exceed their actual level of
understanding.
From the
perspective of digital literacy promoted by UNESCO (2018), protection in
digital environments requires not only instrumental skills but also critical
competencies to interpret risks, assess consequences, and make informed
decisions. However, acquiring knowledge does not automatically guarantee the
adoption of safe behaviors. There is a documented gap between knowing what to
do and actually doing it, especially during adolescence, a stage characterized
by the search for social acceptance and a perception of invulnerability.
In this
context, the use of educational games focused on cybersecurity has been
proposed as an effective strategy to strengthen digital competencies among
children and adolescents, as it allows for the simulation of risk scenarios in
controlled environments (Damenu et al., 2025).
In the
Ecuadorian context, this issue takes on particular nuances. Access to mobile
devices and connectivity has increased steadily, even in sectors with
socioeconomic limitations. However, the systematic incorporation of
cybersecurity and privacy content into the school curriculum has been
inconsistent. González et al. (2025) found that Ecuadorian adolescents have
fragmented and largely self-taught knowledge of digital security. This informal
education creates disparities: some young people develop strong skills, while
others remain highly vulnerable.
At the
regulatory level, Ecuador has the Organic Law on Personal Data Protection
(2021), which establishes principles for the processing of information and the
rights of data subjects. However, as Espinosa and Paredes (2025) point out,
there are gaps in its specific application to digital platforms used by minors.
Effective oversight, the requirement for secure default settings, and the
regulation of virtual economies still pose institutional challenges. In this
scenario, the responsibility for protection often falls on families, whose
digital skills are not always sufficient.
Additionally,
national studies such as those by Quezada et al. (2025) and Sotomayor et al.
(2024) have addressed digital risks among Ecuadorian adolescents, including
psychosocial impacts and crimes such as grooming. Along these same lines,
national studies have also shown that adolescents’ exposure to digital risks
extends beyond gaming to social media and other interactive environments,
reinforcing the need for comprehensive approaches to digital protection
(Martínez & Torres, 2023). However, there remains a gap in studies that
specifically integrate the variable of gaming as a distinct socio-technical
environment. Video game platforms are not equivalent to traditional social
media: they incorporate dynamics of cooperation, competition, reward, and anonymity
that alter how risks are perceived and managed.
In this
regard, it is important to understand that contact with strangers in video
games is not necessarily interpreted by adolescents as a risky situation. In
many cases, it constitutes a structural requirement of the game itself. Hu et
al. (2025) explain that random matching is a central part of the multiplayer
experience. Interaction with strangers is normalized and, at times,
incentivized by the platform’s design itself. This element creates tension in
the relationship between knowledge and preventive behavior.
The
systematic review conducted in this study, following the PRISMA 2020 guidelines
(Page et al., 2021), revealed that most studies agree on a positive
relationship between digital literacy and protective behaviors, albeit with
moderate effects. Che Omar et al. (2024) emphasize that the most effective
educational strategies are those that combine technical information with
ethical reflection and simulation of real-life scenarios.
Based on
this theoretical and contextual framework, the present study poses the
following question: What is the relationship between the level of cybersecurity
knowledge and the level of privacy protection among Ecuadorian adolescents who
use gaming platforms? The central hypothesis posits that there is a positive
and significant relationship between both variables.
This study
is significant because it provides empirical evidence specific to the
Ecuadorian context, integrating quantitative analysis with a systematic review.
Understanding how knowledge, practices, and exposure to risks interact allows
us to move beyond simplistic views that place responsibility solely on the
individual. Digital protection for adolescents does not depend solely on what
the young person knows, but also on how platforms are designed, how regulations
are enforced, and how the social environment validates or questions certain
behaviors.
Ultimately,
analyzing cybersecurity and privacy on gaming platforms involves recognizing
that adolescents do not inhabit an isolated digital space, but rather a complex
ecosystem where technology, culture, economics, and regulation converge. The
evidence generated in this study seeks to contribute to a comprehensive
approach to shared responsibility that integrates critical education, effective
public policies, and technological design centered on the protection of
underage users.
Materials and Methods
This
research adopts a quantitative approach, as it focuses on the objective
measurement of variables using structured instruments and the statistical
analysis of the data obtained. In terms of its purpose, it constitutes applied
research, as it seeks to generate empirical evidence useful for educational and
regulatory decision-making in the Ecuadorian context.
In terms of
scope, the study is descriptive and correlational. It is descriptive because it
characterizes the level of cybersecurity knowledge, privacy protection
practices, and exposure to digital risks among adolescent users of gaming
platforms. It is correlational because it examines the statistical association
between cybersecurity knowledge (independent variable) and privacy protection
(dependent variable).
The design
adopted was non-experimental, as the variables were not deliberately
manipulated nor were differentiated treatments assigned to the participants.
The phenomenon was observed in its natural context.
Furthermore,
the study is cross-sectional, as data collection took place at a single point
in time (March–May 2025), allowing for the analysis of the relationship between
variables at a specific point in time.
The
conceptual model guiding the design establishes the independent variable:
Cybersecurity knowledge; the dependent variable: Privacy protection on gaming
platforms; and complementary descriptive variables: age, gender, frequency of
use, primary platform, and experiences of digital risk
The
population consisted of Ecuadorian adolescents aged 12 to 18 who use online
video game platforms.
Due to the
lack of a comprehensive sampling frame, non-probabilistic convenience sampling
was used. The sample consisted of 100 adolescents enrolled in three educational
institutions in the province of Los Ríos.
Inclusion
criteria were established: age between 12 and 18 years, active use of at least
one gaming platform, and informed consent signed by legal guardians. Exclusion
criteria included: incomplete questionnaires and voluntary withdrawal during
the study.
A
structured 22-item questionnaire, designed specifically for this study and
organized into four sections, was used as the instrument:
1. Sociodemographic data and usage habits (6 items)
2. Cybersecurity knowledge (8 items, 1–5 Likert scale)
3. Privacy protection (5 items, 1–5 Likert scale)
4. Digital risk experiences (3 dichotomous items)
Content
validity was determined through expert judgment, yielding an average Content
Validity Coefficient (CVC) of 0.89, which is considered adequate.
Reliability
was assessed using Cronbach’s alpha coefficient (Cronbach, 1951), yielding
cybersecurity knowledge: α = 0.83 and privacy
protection: α = 0.79. Both values exceed the 0.70 threshold
accepted for social research. SPSS version 31 software was used for statistical
analysis.
The study
was conducted in five phases:
Phase 1:
Conceptual design and systematic review: The theoretical framework was
developed, and a systematic review was conducted following the PRISMA 2020
guidelines (Page et al., 2021). Academic databases were analyzed, and 9
relevant studies published between 2020 and 2025 were selected.
Phase 2:
Instrument design and validation: The questionnaire was developed, subjected to
expert validation, and semantic adjustments were made.
Phase 3:
Ethical management and institutional authorizations: Approval was obtained from
the Ethics Committee of the Quevedo State Technical University, and informed
consent was obtained from parents and guardians.
Phase 4:
Data collection: In-person administration of the questionnaire in classrooms,
supervised by researchers. Average time: 18 minutes.
Phase 5:
Data processing and statistical analysis: Data coding, descriptive analysis,
normality tests, and correlational analysis.
Statistical
analysis of the data was performed using SPSS version 31 and was conducted
sequentially, beginning with rigorous cleaning and coding of the database.
First, a descriptive analysis was conducted to characterize the sample and
understand the general distribution of the variables studied. For categorical
variables such as age, gender, frequency of use, and primary platform, absolute
frequencies and percentages were calculated. For variables measured using a
Likert scale, measures of central tendency—particularly the arithmetic mean—as
well as measures of dispersion—mainly the standard deviation—were estimated.
Additionally, overall scores were constructed for the dimensions “Cybersecurity
Knowledge” and “Privacy Protection” by averaging the corresponding items,
ensuring internal consistency with the reliability values obtained through
Cronbach’s alpha coefficient (Cronbach, 1951).
Subsequently,
the assumption of normality for the continuous variables was evaluated using
the Kolmogorov-Smirnov test. The results indicated significance values greater
than 0.05 for both dimensions, allowing us to assume an approximately normal
distribution and justify the use of parametric techniques for inferential
analysis.
In the
correlational phase, Pearson’s correlation coefficient (r) was applied with a
significance level set at p < 0.05, in order to determine the direction and
magnitude of the relationship between cybersecurity knowledge and privacy
protection. To interpret the magnitude of the coefficient, conventional
criteria in social research were employed, distinguishing between weak,
moderate, strong, and very strong correlations. Additionally, the coefficient
of determination (r²) was calculated to estimate the percentage of variance
explained by the independent variable relative to the dependent variable,
allowing for a more precise understanding of the actual influence of knowledge
on the adoption of digital protection practices.
Results
This result
was obtained from the descriptive analysis of the responses corresponding to
the sociodemographic and usage habits section of the questionnaire. Absolute
frequencies and percentages were calculated for age, gender, frequency of use,
and primary platform used.
Table 1. General characteristics
of the participants
|
Variable |
Category |
Frequency
(n) |
Percentage
(%) |
|
Age |
12–14 years |
14 |
14% |
|
15–16 years |
35 |
35 |
|
|
17–18 years |
51 |
51% |
|
|
Gender |
Male |
63 |
63% |
|
Female |
37 |
37% |
|
|
Frequency of use |
Daily |
54 |
54% |
|
Several times a week |
27 |
27% |
|
|
Occasionally |
19 |
19% |
|
|
Primary platform |
Roblox |
46 |
46% |
|
Free Fire |
35 |
35% |
|
|
Minecraft |
14 |
14% |
|
|
Others |
5 |
5% |
Source:
Author’s own analysis.
The data
shows a higher concentration of participants in the 17–18 age range (51%), with
a male predominance (63%). More than half of adolescents (54%) report daily use
of gaming platforms, indicating a high level of integration of gaming into
their daily routine. The 81% concentration on two platforms (Roblox and Free
Fire ) suggests massive exposure to multiplayer environments with open
interaction and random matchmaking.
The high
frequency of daily use exceeds that reported by González et al. (2025) among
Ecuadorian adolescents, who identified 42% daily use of digital platforms. This
increase can be explained by the sample’s specific focus on gamers and the
consolidation of digital entertainment post-pandemic. Furthermore, Dasgupta and
Sarkar (2022) note that platforms with freemium models and strong social
interaction attract a larger youth population, thereby increasing the scope of
exposure to risks. From the perspective of Hu et al. (2025), the competitive
and social nature of these environments may facilitate normalized risky
behaviors.
Level of
Cybersecurity Knowledge and Privacy Protection Practices
Means and
standard deviations were calculated for each item in the “Cybersecurity
Knowledge” and “Privacy Protection” dimensions. Subsequently, an overall
average score was obtained for each dimension.
Table 2. Level of cybersecurity
knowledge
|
Item |
Mean |
SD |
|
I recognize phishing attempts |
2.8 |
1.2 |
|
I use strong passwords |
3.5 |
0.9 |
|
I identify suspicious profiles |
3.1 |
1.4 |
|
I am familiar with two-step
verification |
2.9 |
1.3 |
|
I understand the privacy policy |
2.7 |
1.1 |
|
I can identify malicious links |
3.2 |
1.2 |
|
Overall score |
3.13 |
0.78 |
Table 3. Privacy
protection practices
|
Item |
Average |
SD |
|
Set profile to private |
3.7 |
1.3 |
|
Review privacy settings |
3.2 |
1.4 |
|
I limit who can contact me |
2.6 |
1.5 |
|
I manage friend requests |
3.4 |
1.2 |
|
I review default settings |
2.8 |
1.3 |
|
Overall score |
3.14 |
0.81 |
Source:
Author’s own work.
The overall
level of knowledge (M = 3.13; SD = 0.78) falls within a moderate range.
Heterogeneity is observed in specific competencies, especially in phishing
identification (M = 2.8). In privacy protection (M = 3.14; SD = 0.81), the
least adopted practice is limiting contacts (M = 2.6), with the greatest
dispersion (SD = 1.5), indicating significant behavioral variability.
The results
align with those of González et al. (2025), who identified fragmented knowledge
among Ecuadorian adolescents. The weakness in phishing recognition aligns with
the findings of Gutiérrez et al. (2025), who note that attacks in video games
exploit trust dynamics. Hu et al. (2025) explain that restricting contacts can
be perceived as a social barrier in multiplayer environments, creating tension
between security and belonging. Che Omar et al. (2024) argue that education
must incorporate socio-emotional components, not just technical ones.
Digital
Risk Experiences
We analyzed
the frequencies and percentages of dichotomous responses regarding risk
experiences.
Table 4. Digital risk
experiences
|
Situation |
Yes
(n) |
No
(n) |
%
Yes |
|
Cyberbullying |
23 |
77 |
23% |
|
Contact with strangers |
79 |
21 |
79% |
|
Phishing attempt |
13 |
87 |
13% |
Source:
Author’s own analysis.
79% report
contact with strangers, constituting the most frequent risk experience.
Cyberbullying accounts for 23% and phishing for 13%. These figures reflect
significant exposure to structural risks in multiplayer environments.
Hu et al.
(2025) reported international rates of contact ranging from 45% to 60%, so the
observed 79% indicates greater local normalization. Dasgupta and Sarkar (2022)
note that default open settings facilitate this phenomenon. Sotomayor et al.
(2024) note that cyberbullying in gaming is rendered invisible by the
competitive culture.
Relationship
between cybersecurity knowledge and privacy protection
The Pearson
correlation coefficient was calculated between the overall scores of both
dimensions.
Table 5. Correlation between
knowledge and protection
|
Variables |
r |
p |
n |
|
Knowledge – Privacy |
0.42 |
<0.001 |
100 |
Source:
Author’s own work.
A moderate
positive correlation (r = 0.42) was identified, and it was statistically
significant (p < 0.001). The coefficient of determination (r² = 0.176)
indicates that 17.6% of the variance in privacy protection is explained by
knowledge.
This
finding is consistent with González et al. (2025), who reported correlations
between 0.35 and 0.48. However, 82.4% of the variance depends on other factors.
According to UNESCO (2018), critical digital literacy requires reflective
skills beyond technical knowledge. Dasgupta and Sarkar (2022) emphasize that
platform design structurally influences behavior. This confirms that knowledge
is necessary but insufficient.
The results
obtained provide a deeper understanding of the complexity of cybersecurity and
adolescent privacy on gaming platforms within the Ecuadorian context. While the
study confirmed the existence of a positive and statistically significant
relationship between cybersecurity knowledge and privacy protection (r = 0.42;
p < 0.001), the moderate magnitude of this association reveals that the
phenomenon cannot be explained exclusively through cognitive or informational
logic. Knowing does not always imply acting accordingly.
The most
revealing finding of the study is the coexistence of a moderate level of
knowledge (M = 3.13) with high exposure to contact with strangers (79%) and a
low tendency to limit interactions (M = 2.6). This apparent contradiction
confirms the gap between knowledge and preventive behavior described in the
international literature. From the perspective of the socioecological model
proposed by Hu et al. (2025), adolescent digital behavior is shaped at the
intersection of individual, relational, and structural factors. Knowledge
constitutes a relevant individual component, but its impact is mediated by
group dynamics and the technical design of the platforms.
In the case
of platforms such as Roblox and Free Fire, which were predominant in the
sample, interaction with strangers is not an exception but a structural feature
of the environment. Random matchmaking, open chat systems, and rewards tied to
cooperation or competition mean that restricting contacts may be perceived as a
social constraint rather than a safety measure. In this sense, adolescents face
a constant tension between protection and the sense of belonging. As Che Omar
et al. (2024) point out, preventive strategies must take these social pressures
into account and not limit themselves to conveying technical information.
Likewise,
the relatively low ability to identify phishing attempts (M = 2.8) aligns with
the findings of Gutiérrez et al. (2025), who highlight that attacks in video
games exploit the trust built within the gaming community. The symbolic and
economic value of virtual objects increases vulnerability, especially when
adolescents do not clearly perceive the economic dimension of digital assets.
In the Ecuadorian context, recent research has indicated that adolescents’
exposure to digital risks is associated with psychosocial impacts and
challenges in managing privacy, highlighting the need for context-specific
preventive strategies (Quezada et al., 2025). In this regard, from a structural
perspective, Dasgupta and Sarkar (2022) warn that permissive default settings
and the complexity of privacy menus shift the burden of protection onto the
user.
Therefore,
the results of this research support a shared responsibility approach.
Adolescent protection in gaming environments cannot depend solely on individual
knowledge but requires comprehensive interventions that combine critical
education, specific regulation, and platform redesign with privacy-by-default
principles. Within the digital literacy framework proposed by UNESCO (2018),
the challenge is not only to teach how to configure security settings but also
to strengthen adolescents’ ability to assess risks in complex and dynamic
social contexts.
In summary,
empirical evidence shows that knowledge is a partial protective factor, but its
effectiveness depends on the digital ecosystem in which it operates.
Understanding this interaction is essential for designing contextualized and
sustainable educational policies and strategies.
Conclusions
The
objective of this study was to analyze the relationship between cybersecurity
knowledge and privacy protection among Ecuadorian adolescents who use gaming
platforms, integrating empirical evidence with a systematic review of recent
scientific literature. The results allow us to draw conclusions that are
directly linked to the subject of study and the identified contextual issues.
First, it
is confirmed that the participating adolescents demonstrate a moderate level of
cybersecurity knowledge, indicating the existence of basic notions regarding
secure passwords, the identification of suspicious profiles, and privacy
settings. However, this knowledge is heterogeneous and exhibits specific
weaknesses, particularly in recognizing phishing attempts and understanding
privacy policies. This demonstrates that digital literacy in the Ecuadorian
context is still developing in a fragmented and predominantly self-taught
manner, without systematic integration into structured educational processes.
Second, it
was found that privacy protection practices also fall at an intermediate level.
Although a significant proportion of adolescents set their profiles to private,
there is a low tendency to restrict who can contact them and to review default
settings. This finding reveals a tension between the need for self-protection
and the pursuit of social interaction within gaming environments, where open
communication is perceived as a natural part of the experience.
Third, the
high prevalence of contact with strangers (79%) confirms that gaming platforms
constitute spaces of structural exposure to digital risks. This phenomenon
cannot be interpreted solely as risky individual behavior, but rather as an
inherent characteristic of the design of multiplayer environments such as
Roblox and Free Fire, where open interaction is a central element of operation.
Fourth, the
identification of a moderate positive correlation between knowledge and privacy
protection (r = 0.42; p < 0.001) confirms that knowledge acts as a relevant
protective factor, but not a determining one. The coefficient of determination
(r² = 0.176) demonstrates that most of the variability in protection practices
depends on other factors, such as social pressure, platform design, gaming
culture, risk perception, and the regulatory environment. Consequently,
knowledge is a necessary but insufficient condition for ensuring effective
digital protection.
From a
comprehensive perspective, the study concludes that adolescent cybersecurity on
gaming platforms must be addressed through a shared responsibility approach.
The education system must strengthen critical digital literacy aimed not only
at acquiring technical information but also at developing reflective
decision-making skills in highly socially interactive environments. The
government must advance the effective enforcement of data protection
regulations in digital contexts used by minors. Platforms, for their part, must
incorporate privacy-by-default and secure-by-design principles, reducing
exclusive reliance on individual user action.
Finally,
this research provides contextualized empirical evidence for Ecuador and opens
future lines of study aimed at analyzing additional moderating variables,
comparing differences between specific platforms, and evaluating educational
interventions that integrate technical, ethical, and socio-emotional
components. The protection of adolescent privacy in gaming environments is not
merely a technological challenge, but an educational, cultural, and regulatory
challenge that demands coordinated and sustainable responses.
References
National Assembly of Ecuador. (2021). Organic Law on the Protection
of Personal Data. Official Register Supplement No. 459.
https://files.cdn-files-a.com/uploads/7721063/normal_690a6d8a4f243.pdf
Che Omar, M. F. R., Abdullah,
N. A., & Saad, M. N. (2024). Prevention of cyberbullying in online
games: Intervention of cybersecurity strategies. Pakistan Journal of Life
and Social Sciences, 22(1), 5450–5464. https://doi.org/10.57239/PJLSS-2024-22.1.00402
Cronbach, L. J. (1951). Coefficient alpha and the internal structure of
tests. Psychometrika, 16(3), 297–334. https://doi.org/10.1007/BF02310555
Damenu, T. K., Gökbay, İ. Z., Covaci, A., & Li, S. (2025). Cyber
security educational games for children: A systematic literature review. ACM
Computing Surveys.
Dasgupta, D., & Sarkar, S. (2022). Privacy: A myth in online gaming?
International Journal of Advanced Mass Communication and Journalism, 3(2),
38–47.
https://doi.org/10.22271/27084450.2022.v3.i2a.49
Espinosa Carvajal, G. G.,
& Paredes Fuentes, F. E. (2025). Cybercrimes and the protection of
personal data in the Ecuadorian criminal justice system. Revista Lex, 8(29), 559–572.
González, M. Y., Salto, R.
E., Zapata, A. M., & Cadme, M. D. (2025). Cybersecurity and
digital citizenship: Challenges in the education of adolescents in Ecuador. Pentaciencias, 7(5), 354–363.
Gutiérrez Palacios, E.,
Urueña Sanabria, R., & Rojas Ángel, J. (2025). Analysis of
cybercrimes in the context of video games and the metaverse. Ciencia Latina Revista Científica
Multidisciplinar, 9(3). https://doi.org/10.37811/cl_rcm.v9i3.18675
Hu, Y., Sophie, E., Clancy, E. M., & Klettke, B. (2025). Player
versus player: A systematic review of cyberbullying in multiplayer online
games. Computers in Human Behavior Reports, 18, 100675.
https://doi.org/10.1016/j.chbr.2025.100675
Martínez, A., & Torres, D. (2023). Social media use among students
in Loja and its relationship to exposure to digital risks. Pentaciencias, 5(4),
75–90.
Page, M. J., McKenzie, J. E., Bossuyt, P. M., Boutron, I., Hoffmann, T.
C., Mulrow, C. D., Shamseer, L., Tetzlaff, J. M., Akl, E. A., Brennan, S. E.,
Chou, R., Glanville, J., Grimshaw, J. M., Hróbjartsson, A., Lalu, M. M., Li,
T., Loder, E. W., Mayo-Wilson, E., McDonald, S., & Moher, D. (2021). The
PRISMA 2020 statement: An updated guideline for reporting systematic reviews. BMJ, 372, n71. https://doi.org/10.1136/bmj.n71
Quezada, R., Mendoza, L.,
& Castillo, P. (2025). Social media use among adolescents: Psychosocial
impact and exposure to digital risks. Ciencia
Latina Revista Científica Multidisciplinar, 9(2).
Sotomayor, J., Alarcón, M.,
& Vega, R. (2024). Grooming in online games in Ecuador: Prevention
strategies from a legal-technological perspective. Revista UNEMI, 17(45),
88–102.
UNESCO. (2018). A global framework of reference on digital literacy
skills for indicator 4.4.2. UNESCO
Institute for Statistics.