Motivations and use of video games in engineering students

dc.contributor.authorNúñez Pacheco, Rosa
dc.contributor.authorTurpo Gebera, Osbaldo
dc.contributor.authorBarreda Parra, Aymé
dc.contributor.authorVidal, Elizabeth
dc.contributor.authorCastro Gutiérrez, Eveling
dc.contributor.authorAguaded, José Ignacio
dc.date.accessioned2024-11-08T12:46:45Z
dc.date.available2024-11-08T12:46:45Z
dc.date.issued2023
dc.description.abstractThe use of video games has increased exponentially worldwide, mainly among the youth population. The main objective of this article is to evaluate the consumption habits and motivations of engineering students to play video games. To this end, an instrument to measure the use of video games and a scale of motivations were administered to 633 students enrolled in different academic engineering programs at a Peruvian public university. It was found that 91.3% of students play video games, compared to 8.7% who have never played them; it was also found that their use is greater among male students (95%) than among female students (73.4%). Likewise, it was found that these students prefer strategy video games, and that they mostly play them for escape and entertainment, and for socioemotional activation. It is concluded that consumption habits and motivations are related, since the greater the consumption of video games, the greater the motivation is for young people to play them.es_ES
dc.description.departmentPedagogía
dc.description.researchgroupG.I. Ágora, Grupo de Estudios e Investigaciones Educativas en Tecnologías de la Comunicación, Orientación e Intervención Sociocultural (HUM 648)es_ES
dc.description.sponsorshipWe would like to acknowledge to Universidad Nacional de San Agustín de Arequipa for the financing granted to the project “Gamificación transmedia y videojuegos para promover la redacción científica en estudiantes de Ingeniería” [Transmedia gamification and video games to promote scientific writing among engineering students], with Contract No. IBA-IB-38-2020-UNSA.es_ES
dc.identifier.citationNúñez-Pacheco, R., Turpo-Gebera, O., Barreda-Parra, A., Vidal, E., Castro-Gutierrez, E., & Aguaded, I. (2023). Motivations and use of video games in engineering students. In Journal of Technology and Science Education (Vol. 13, Issue 2, p. 532). Omnia Publisher SL. https://doi.org/10.3926/jotse.1897es_ES
dc.identifier.doi10.3926/jotse.1897
dc.identifier.issn2014-5349
dc.identifier.issn2013-6374 (electrónico)
dc.identifier.urihttps://hdl.handle.net/10272/24403
dc.language.isoenges_ES
dc.publisherOmnia Publisheres_ES
dc.rightsAtribución-NoComercial-SinDerivadas 3.0 España*
dc.rights.accessRightsopen accesses_ES
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/es/*
dc.subject.otherVideo gameses_ES
dc.subject.otherEngineeringes_ES
dc.subject.otherMotivationes_ES
dc.subject.otherHigher educationes_ES
dc.subject.unesco58 Pedagogíaes_ES
dc.titleMotivations and use of video games in engineering studentses_ES
dc.typejournal articlees_ES
dc.type.hasVersionVoRes_ES
dspace.entity.typePublication
relation.isAuthorOfPublicationdd0549d4-b25d-4d7d-ac51-123d8338ee7e
relation.isAuthorOfPublication.latestForDiscoverydd0549d4-b25d-4d7d-ac51-123d8338ee7e

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