墨西哥高中生使用电子游戏的情况

PhD. Esperanza Viloria Hernández
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引用次数: 0

摘要

在全国范围内,电子游戏消费占在线消费的15%,而墨西哥每个观众每月观看电子游戏的时间在该地区排名第二。所提及的年龄组为24至35岁,明显以男性为主。最近的报告显示了另一个重要群体:12至20岁的人,他们增加了在线游戏的消费和上网时间。在这些条件下,本项目的目标是确定使用电子游戏的强度水平。为了达到这一目标,我们使用了一个15维度的量表,样本包括428名学生。在调查结果中,游戏模式、花费的时间以及根据所使用的电子游戏类型,男性和女性之间的差异尤为突出。
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Use of Videogames among High School Students in México
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.
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