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...

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Autores: Núñez Pacheco, Rosa, Turpo Gebera, Osbaldo, Barreda Parra, Aymé, Vidal, Elisabeth, Castro Gutiérrez, Eveling, Aguaded, Ignacio
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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spelling 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/
dc.rights.openaire.fl_str_mv info:eu-repo/semantics/openAccess
rights_invalid_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/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv OmniaScience
publisher.none.fl_str_mv OmniaScience
dc.source.none.fl_str_mv reponame:UPCommons. Portal del coneixement obert de la UPC
instname:Universitat Politècnica de Catalunya (UPC)
instname_str Universitat Politècnica de Catalunya (UPC)
reponame_str UPCommons. Portal del coneixement obert de la UPC
collection UPCommons. Portal del coneixement obert de la UPC
repository.name.fl_str_mv
repository.mail.fl_str_mv
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