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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Detalles Bibliográficos
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
Descripción
Sumario: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