Use of Videogames and Knowledge of Gamification in University Students

Rosa Núñez-Pacheco, Aymé Barreda-Parra, Evelyn Paola Guillén-Chávez, Ignacio Aguaded

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

Video games and gamification have become important references in the educational sphere. The main objective of this research was to analyze the use of university students towards video games and knowledge of gamification. This research is a study from a quantitative perspective. A questionnaire was applied to 365 students from different academic programs of a Peruvian public university during the first academic semester of 2020. This study has found that 63.8% of students responded that they do use video games but not so in the case of gamification. Another finding is that there are significant differences in the use of video games by gender, 48.2% women and 81.8% men. In general, most students use video games a few hours a week and usually prefer casual and strategy games. It is concluded that while there is a majority use and positive attitudes about these technological resources, there are still some prejudices about their use.

Original languageEnglish
Title of host publicationProceedings - TEEM 2021
Subtitle of host publication9th International Conference on Technological Ecosystems for Enhancing Multiculturality
EditorsMarc Alier, David Fonseca
PublisherAssociation for Computing Machinery
Pages145-149
Number of pages5
ISBN (Electronic)9781450390668
DOIs
StatePublished - 26 Oct 2021
Event9th International Conference on Technological Ecosystems for Enhancing Multiculturality, TEEM 2021 - Barcelona, Spain
Duration: 27 Oct 202129 Oct 2021

Publication series

NameACM International Conference Proceeding Series

Conference

Conference9th International Conference on Technological Ecosystems for Enhancing Multiculturality, TEEM 2021
Country/TerritorySpain
CityBarcelona
Period27/10/2129/10/21

Bibliographical note

Publisher Copyright:
© 2021 ACM.

Keywords

  • gamification
  • university student
  • user
  • Video game

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