Use of Videogames and Knowledge of Gamification in University Students

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Resumen

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.

Idioma originalInglés
Título de la publicación alojadaProceedings - TEEM 2021
Subtítulo de la publicación alojada9th International Conference on Technological Ecosystems for Enhancing Multiculturality
EditoresMarc Alier, David Fonseca
EditorialAssociation for Computing Machinery
Páginas145-149
Número de páginas5
ISBN (versión digital)9781450390668
DOI
EstadoPublicada - 26 oct. 2021
Evento9th International Conference on Technological Ecosystems for Enhancing Multiculturality, TEEM 2021 - Barcelona, Espana
Duración: 27 oct. 202129 oct. 2021

Serie de la publicación

NombreACM International Conference Proceeding Series

Conferencia

Conferencia9th International Conference on Technological Ecosystems for Enhancing Multiculturality, TEEM 2021
País/TerritorioEspana
CiudadBarcelona
Período27/10/2129/10/21

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Publisher Copyright:
© 2021 ACM.

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