{"title":"Use of Videogames among High School Students in México","authors":"PhD. Esperanza Viloria Hernández","doi":"10.30845/JESP.V7N4P13","DOIUrl":null,"url":null,"abstract":"At a national level, videogame consumption represents 15% of online consumption, and Mexico occupies the second level in the region for the number of hours per spectator per month. The referred age group is 24 to 35 years old, with a clear predominance of men. Recent reports present another significant sector: people 12 to 20 years old who have increased the consumption of online games and the number of hours they remain online. Under these conditions, the goal of the present project was to identify the levels of intensity of use of videogames. A 15dimension scale was used to achieve this goal and the sample consisted of 428 students. Among the results, game modes stand out along with hours spent and the differences between men and women according to the genre of the videogame used.","PeriodicalId":170810,"journal":{"name":"Journal of Education & Social Policy","volume":"10 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Education & Social Policy","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.30845/JESP.V7N4P13","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
At a national level, videogame consumption represents 15% of online consumption, and Mexico occupies the second level in the region for the number of hours per spectator per month. The referred age group is 24 to 35 years old, with a clear predominance of men. Recent reports present another significant sector: people 12 to 20 years old who have increased the consumption of online games and the number of hours they remain online. Under these conditions, the goal of the present project was to identify the levels of intensity of use of videogames. A 15dimension scale was used to achieve this goal and the sample consisted of 428 students. Among the results, game modes stand out along with hours spent and the differences between men and women according to the genre of the videogame used.