MOTIVATIONS AND USE OF VIDEO GAMES IN ENGINEERING STUDENTS

1Citations
Citations of this article
20Readers
Mendeley users who have this article in their library.

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

Cite

CITATION STYLE

APA

Núñez-Pacheco, R., Turpo-Gebera, O., Barreda-Parra, A., Vidal, E., Castro-Gutierrez, E., & Aguaded, I. (2023). MOTIVATIONS AND USE OF VIDEO GAMES IN ENGINEERING STUDENTS. Journal of Technology and Science Education, 13(2), 532–547. https://doi.org/10.3926/jotse.1897

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free