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MOTIVATIONS AND USE OF VIDEO GAMES IN ENGINEERING STUDENTS.

Authors :
Núñez-Pacheco, Rosa
Turpo-Gebera, Osbaldo
Barreda-Parra, Aymé
Vidal, Elizabeth
Castro-Gutierrez, Eveling
Aguaded, Ignacio
Source :
Journal of Technology & Science Education; 2023, Vol. 13 Issue 2, p532-547, 16p
Publication Year :
2023

Abstract

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. [ABSTRACT FROM AUTHOR]

Details

Language :
English
ISSN :
20145349
Volume :
13
Issue :
2
Database :
Complementary Index
Journal :
Journal of Technology & Science Education
Publication Type :
Academic Journal
Accession number :
163862780
Full Text :
https://doi.org/10.3926/jotse.1897