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Sondeo sobre hábitos de consumo de los videojuegos.

Authors :
Enrique Díaz-Pinzón, Jorge
Source :
Revista Academia y Virtualidad. Jul-Dec2020, Vol. 13 Issue 2, p9-18. 10p.
Publication Year :
2020

Abstract

The goal of this research is to investigate the relationship of a group of high school students with video games, regarding two main aspects: students' expectation level regarding such entertainment and its possible interference with other academic or not academic activities. For this, an open survey was carried out to identify the likes and consumption reasons of video game among students. The survey was applied to 330 elementary and middle school students from the Educational Institution General Santander in the municipality of Soacha, Cundinamarca, Colombia. The results show that Bartlett's test of Sphericity was significant (3969.493, gl 171, Sig. 0.001) and the Kaiser-Meyer-Olkin (KMO) measure of sampling adequacy was very good (0.943). The instrument's total alpha reliability, Cronbach's alpha, calculated was (0.939), and the existence of 4 factors. In conclusion, the questionnaire's efficacy, evaluated through factor analysis of the respondent's answers, indicated that the survey had 3 main factors. Through the survey, it was also found that the student, by knowing many video games, also becomes an expert player in each one of them, and this represents an addiction that leads to forgetting their academic duties and even those that they must develop in their family environment. [ABSTRACT FROM AUTHOR]

Details

Language :
Spanish
ISSN :
20110731
Volume :
13
Issue :
2
Database :
Academic Search Index
Journal :
Revista Academia y Virtualidad
Publication Type :
Academic Journal
Accession number :
146744060
Full Text :
https://doi.org/10.18359/ravi.4391