Video game player profiles among university students: Impact of game preferences and academic background

Video games have become a widespread cultural and economic phenomenon, with Spain ranking among the top European countries in gaming consumption. This study examines the gaming habits and preferences of 440 university students at the University of Seville, classifying player profiles based on game p...

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Autores: García Cabrera, Emilio, Luna Perejón, Francisco, Pertegal Vega, Miguel Ángel, Muñoz Saavedra, Luis, Sevillano Ramos, José Luis, Miró Amarante, María Lourdes
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2025
País:España
Institución:Universidad de Sevilla (US)
Repositorio:idUS. Depósito de Investigación de la Universidad de Sevilla
OAI Identifier:oai:idus.us.es:11441/177512
Acceso en línea:https://hdl.handle.net/11441/177512
https://doi.org/10.1016/j.caeo.2025.100280
Access Level:acceso abierto
Palabra clave:Video game genres
Gaming behavior
Higher education students Gamer profiles
Educational gamification
Educational outcomes
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spelling Video game player profiles among university students: Impact of game preferences and academic backgroundGarcía Cabrera, EmilioLuna Perejón, FranciscoPertegal Vega, Miguel ÁngelMuñoz Saavedra, LuisSevillano Ramos, José LuisMiró Amarante, María LourdesVideo game genresGaming behaviorHigher education students Gamer profilesEducational gamificationEducational outcomesVideo games have become a widespread cultural and economic phenomenon, with Spain ranking among the top European countries in gaming consumption. This study examines the gaming habits and preferences of 440 university students at the University of Seville, classifying player profiles based on game preferences and academic background. A cross-sectional study was conducted using an anonymous online survey, and principal component analysis identified three distinct player profiles: Competitive, Explorer, and Socializer. Findings indicate that gaming frequency varies significantly by academic discipline, with students in technical fields playing more frequently and preferring PC gaming, while those in social and health sciences favor mobile gaming. Moreover, the Explorer profile is associated with higher gaming frequency, whereas the Socializer profile is linked to lower engagement. Contrary to common concerns, gaming time does impact academic performance, particularly when exceeding five hours per day. Findings suggest that gamification in higher education should align with students’ gaming profiles to boost engagement and learning performance. While offering useful insights, the study’s cross-sectional design and selfreported data limit its scope. Longitudinal research is needed to assess long-term academic and well-being impacts.ElsevierPsicología Evolutiva y de la EducaciónMedicina Preventiva y Salud PúblicaArquitectura y Tecnología de ComputadoresMinisterio de Ciencia e Innovación (MICIN). EspañaAgencia Estatal de Investigación. España2025info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://hdl.handle.net/11441/177512https://doi.org/10.1016/j.caeo.2025.100280reponame:idUS. Depósito de Investigación de la Universidad de Sevillainstname:Universidad de Sevilla (US)InglésComputers and Education Open, 9, 100280.PID2022–141172OA-I00https://doi.org/10.1016/j.caeo.2025.100280info:eu-repo/semantics/openAccessoai:idus.us.es:11441/1775122026-06-17T12:51:07Z
dc.title.none.fl_str_mv Video game player profiles among university students: Impact of game preferences and academic background
title Video game player profiles among university students: Impact of game preferences and academic background
spellingShingle Video game player profiles among university students: Impact of game preferences and academic background
García Cabrera, Emilio
Video game genres
Gaming behavior
Higher education students Gamer profiles
Educational gamification
Educational outcomes
title_short Video game player profiles among university students: Impact of game preferences and academic background
title_full Video game player profiles among university students: Impact of game preferences and academic background
title_fullStr Video game player profiles among university students: Impact of game preferences and academic background
title_full_unstemmed Video game player profiles among university students: Impact of game preferences and academic background
title_sort Video game player profiles among university students: Impact of game preferences and academic background
dc.creator.none.fl_str_mv García Cabrera, Emilio
Luna Perejón, Francisco
Pertegal Vega, Miguel Ángel
Muñoz Saavedra, Luis
Sevillano Ramos, José Luis
Miró Amarante, María Lourdes
author García Cabrera, Emilio
author_facet García Cabrera, Emilio
Luna Perejón, Francisco
Pertegal Vega, Miguel Ángel
Muñoz Saavedra, Luis
Sevillano Ramos, José Luis
Miró Amarante, María Lourdes
author_role author
author2 Luna Perejón, Francisco
Pertegal Vega, Miguel Ángel
Muñoz Saavedra, Luis
Sevillano Ramos, José Luis
Miró Amarante, María Lourdes
author2_role author
author
author
author
author
dc.contributor.none.fl_str_mv Psicología Evolutiva y de la Educación
Medicina Preventiva y Salud Pública
Arquitectura y Tecnología de Computadores
Ministerio de Ciencia e Innovación (MICIN). España
Agencia Estatal de Investigación. España
dc.subject.none.fl_str_mv Video game genres
Gaming behavior
Higher education students Gamer profiles
Educational gamification
Educational outcomes
topic Video game genres
Gaming behavior
Higher education students Gamer profiles
Educational gamification
Educational outcomes
description Video games have become a widespread cultural and economic phenomenon, with Spain ranking among the top European countries in gaming consumption. This study examines the gaming habits and preferences of 440 university students at the University of Seville, classifying player profiles based on game preferences and academic background. A cross-sectional study was conducted using an anonymous online survey, and principal component analysis identified three distinct player profiles: Competitive, Explorer, and Socializer. Findings indicate that gaming frequency varies significantly by academic discipline, with students in technical fields playing more frequently and preferring PC gaming, while those in social and health sciences favor mobile gaming. Moreover, the Explorer profile is associated with higher gaming frequency, whereas the Socializer profile is linked to lower engagement. Contrary to common concerns, gaming time does impact academic performance, particularly when exceeding five hours per day. Findings suggest that gamification in higher education should align with students’ gaming profiles to boost engagement and learning performance. While offering useful insights, the study’s cross-sectional design and selfreported data limit its scope. Longitudinal research is needed to assess long-term academic and well-being impacts.
publishDate 2025
dc.date.none.fl_str_mv 2025
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.none.fl_str_mv https://hdl.handle.net/11441/177512
https://doi.org/10.1016/j.caeo.2025.100280
url https://hdl.handle.net/11441/177512
https://doi.org/10.1016/j.caeo.2025.100280
dc.language.none.fl_str_mv Inglés
language_invalid_str_mv Inglés
dc.relation.none.fl_str_mv Computers and Education Open, 9, 100280.
PID2022–141172OA-I00
https://doi.org/10.1016/j.caeo.2025.100280
dc.rights.none.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Elsevier
publisher.none.fl_str_mv Elsevier
dc.source.none.fl_str_mv reponame:idUS. Depósito de Investigación de la Universidad de Sevilla
instname:Universidad de Sevilla (US)
instname_str Universidad de Sevilla (US)
reponame_str idUS. Depósito de Investigación de la Universidad de Sevilla
collection idUS. Depósito de Investigación de la Universidad de Sevilla
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