Motivations and use of video games in engineering students

Q1 Social Sciences Journal of Technology and Science Education Pub Date : 2023-05-15 DOI:10.3926/jotse.1897
Rosa Núñez-Pacheco, Osbaldo Turpo-Gebera, Aymé Barreda-Parra, Elizabeth Vidal, Eveling Castro-Gutierrez, Ignacio Aguaded
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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.
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工科学生对电子游戏的动机和使用
电子游戏的使用在世界范围内呈指数增长,主要是在年轻人中。本文的主要目的是评估工科学生玩电子游戏的消费习惯和动机。为此目的,对秘鲁一所公立大学不同学术工程专业的633名学生使用了一种测量电子游戏使用情况的工具和动机量表。调查发现,91.3%的学生玩电子游戏,8.7%的学生从未玩过电子游戏;研究还发现,男学生(95%)比女学生(73.4%)更多地使用手机。同样,我们发现这些学生更喜欢策略类电子游戏,他们玩这些游戏主要是为了逃避和娱乐,以及为了激活社会情感。得出的结论是,消费习惯和动机是相关的,因为电子游戏的消费越大,年轻人玩电子游戏的动机就越大。
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来源期刊
CiteScore
3.10
自引率
0.00%
发文量
45
审稿时长
7 weeks
期刊介绍: JOTSE is an international Journal aiming at publishing interdisciplinary research within the university education framework and it is especially focused on the fields of Technology and Science. JOTSE serves as an international forum of reference for Engineering education. Teaching innovation oriented, the journal will be issued twice per year (every 6 months) and will include original works, research and projects dealing with the new learning methodologies and new learning supporting tools related to the wide range of disciplines the Engineering studies and profession involve. In addition, JOTSE will also issue special numbers on more technological themes from the different areas of general interest in the industrial world, which may be used as practical cases in classroom tuition and practice. Thereby, getting the working world reality closer to the learning at University. Among other areas of interest, our Journal will be focused on: 1. Education 2.General Science (Physics, Chemistry, Maths,…) 3.Telecommunications 4.Electricity and Electronics 5.Industrial Computing (Digital, Analogic, Robotics, Ergonomics) 6.Aerospatial (aircraft design and building, engines, materials) 7. Automotive (automotive materials, automobile emissions).
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