Motivations and use of video games in engineering students
The 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 sc...
| Autores: | , , , , , |
|---|---|
| Tipo de recurso: | artículo |
| Fecha de publicación: | 2023 |
| País: | España |
| Institución: | Universitat Politècnica de Catalunya (UPC) |
| Repositorio: | UPCommons. Portal del coneixement obert de la UPC |
| Idioma: | inglés |
| OAI Identifier: | oai:upcommons.upc.edu:2117/388030 |
| Acceso en línea: | https://hdl.handle.net/2117/388030 https://dx.doi.org/10.3926/jotse.1897 |
| Access Level: | acceso abierto |
| Palabra clave: | Video games -- Psychological aspects Motivation in education Video games Engineering Motivation Higher education Videojocs -- Aspectes psicològics Motivació en l'educació Àrees temàtiques de la UPC::Ensenyament i aprenentatge::Psicologia de l'educació::Motivació en l'educació |
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Motivations and use of video games in engineering studentsNúñez Pacheco, RosaTurpo Gebera, OsbaldoBarreda Parra, AyméVidal, ElisabethCastro Gutiérrez, EvelingAguaded, IgnacioVideo games -- Psychological aspectsMotivation in educationVideo gamesEngineeringMotivationHigher educationVideojocs -- Aspectes psicològicsMotivació en l'educacióÀrees temàtiques de la UPC::Ensenyament i aprenentatge::Psicologia de l'educació::Motivació en l'educacióThe 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 themPeer ReviewedOmniaScience20232023-05-0120232023-05-29journal articlehttp://purl.org/coar/resource_type/c_6501NAhttp://purl.org/coar/version/c_be7fb7dd8ff6fe43info:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/2117/388030https://dx.doi.org/10.3926/jotse.1897reponame:UPCommons. Portal del coneixement obert de la UPCinstname:Universitat Politècnica de Catalunya (UPC)Inglésengopen accesshttp://purl.org/coar/access_right/c_abf2Attribution-NonCommercial 4.0 Internationalhttps://creativecommons.org/licenses/by-nc/4.0/info:eu-repo/semantics/openAccessoai:upcommons.upc.edu:2117/3880302026-05-27T15:37:01Z |
| dc.title.none.fl_str_mv |
Motivations and use of video games in engineering students |
| title |
Motivations and use of video games in engineering students |
| spellingShingle |
Motivations and use of video games in engineering students Núñez Pacheco, Rosa Video games -- Psychological aspects Motivation in education Video games Engineering Motivation Higher education Videojocs -- Aspectes psicològics Motivació en l'educació Àrees temàtiques de la UPC::Ensenyament i aprenentatge::Psicologia de l'educació::Motivació en l'educació |
| title_short |
Motivations and use of video games in engineering students |
| title_full |
Motivations and use of video games in engineering students |
| title_fullStr |
Motivations and use of video games in engineering students |
| title_full_unstemmed |
Motivations and use of video games in engineering students |
| title_sort |
Motivations and use of video games in engineering students |
| dc.creator.none.fl_str_mv |
Núñez Pacheco, Rosa Turpo Gebera, Osbaldo Barreda Parra, Aymé Vidal, Elisabeth Castro Gutiérrez, Eveling Aguaded, Ignacio |
| author |
Núñez Pacheco, Rosa |
| author_facet |
Núñez Pacheco, Rosa Turpo Gebera, Osbaldo Barreda Parra, Aymé Vidal, Elisabeth Castro Gutiérrez, Eveling Aguaded, Ignacio |
| author_role |
author |
| author2 |
Turpo Gebera, Osbaldo Barreda Parra, Aymé Vidal, Elisabeth Castro Gutiérrez, Eveling Aguaded, Ignacio |
| author2_role |
author author author author author |
| dc.subject.none.fl_str_mv |
Video games -- Psychological aspects Motivation in education Video games Engineering Motivation Higher education Videojocs -- Aspectes psicològics Motivació en l'educació Àrees temàtiques de la UPC::Ensenyament i aprenentatge::Psicologia de l'educació::Motivació en l'educació |
| topic |
Video games -- Psychological aspects Motivation in education Video games Engineering Motivation Higher education Videojocs -- Aspectes psicològics Motivació en l'educació Àrees temàtiques de la UPC::Ensenyament i aprenentatge::Psicologia de l'educació::Motivació en l'educació |
| description |
The 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 |
| publishDate |
2023 |
| dc.date.none.fl_str_mv |
2023 2023-05-01 2023 2023-05-29 |
| dc.type.none.fl_str_mv |
journal article http://purl.org/coar/resource_type/c_6501 NA http://purl.org/coar/version/c_be7fb7dd8ff6fe43 |
| dc.type.openaire.fl_str_mv |
info:eu-repo/semantics/article |
| format |
article |
| dc.identifier.none.fl_str_mv |
https://hdl.handle.net/2117/388030 https://dx.doi.org/10.3926/jotse.1897 |
| url |
https://hdl.handle.net/2117/388030 https://dx.doi.org/10.3926/jotse.1897 |
| dc.language.none.fl_str_mv |
Inglés eng |
| language_invalid_str_mv |
Inglés |
| language |
eng |
| dc.rights.none.fl_str_mv |
open access http://purl.org/coar/access_right/c_abf2 Attribution-NonCommercial 4.0 International https://creativecommons.org/licenses/by-nc/4.0/ |
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info:eu-repo/semantics/openAccess |
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open access http://purl.org/coar/access_right/c_abf2 Attribution-NonCommercial 4.0 International https://creativecommons.org/licenses/by-nc/4.0/ |
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openAccess |
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application/pdf |
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OmniaScience |
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OmniaScience |
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reponame:UPCommons. Portal del coneixement obert de la UPC instname:Universitat Politècnica de Catalunya (UPC) |
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Universitat Politècnica de Catalunya (UPC) |
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UPCommons. Portal del coneixement obert de la UPC |
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UPCommons. Portal del coneixement obert de la UPC |
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1869406344100970496 |
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15.198674 |