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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Main Authors: Rosa Núñez-Pacheco (Author), Osbaldo Turpo-Gebera (Author), Aymé Barreda-Parra (Author), Elizabeth Vidal (Author), Eveling Castro-Gutierrez (Author), Ignacio Aguaded (Author)
Format: Book
Published: OmniaScience, 2023-05-01T00:00:00Z.
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042 |a dc 
100 1 0 |a Rosa Núñez-Pacheco  |e author 
700 1 0 |a Osbaldo Turpo-Gebera  |e author 
700 1 0 |a Aymé Barreda-Parra  |e author 
700 1 0 |a Elizabeth Vidal  |e author 
700 1 0 |a Eveling Castro-Gutierrez  |e author 
700 1 0 |a Ignacio Aguaded  |e author 
245 0 0 |a Motivations and use of video games in engineering students 
260 |b OmniaScience,   |c 2023-05-01T00:00:00Z. 
500 |a 2013-6374 
500 |a 10.3926/jotse.1897 
520 |a 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. 
546 |a EN 
690 |a video game, engineering, motivation, higher education 
690 |a Education 
690 |a L 
690 |a Special aspects of education 
690 |a LC8-6691 
690 |a Technology 
690 |a T 
690 |a Engineering (General). Civil engineering (General) 
690 |a TA1-2040 
655 7 |a article  |2 local 
786 0 |n Journal of Technology and Science Education, Vol 13, Iss 2, Pp 532-547 (2023) 
787 0 |n https://www.jotse.org/index.php/jotse/article/view/1897 
787 0 |n https://doaj.org/toc/2013-6374 
856 4 1 |u https://doaj.org/article/c5a8d9eec5fb4b65b7762e78d5dbc12a  |z Connect to this object online.