2018
DOI: 10.21134/mhcj.v0i9.232
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Juegos, videojuegos y juegos serios: Análisis de los factores que favorecen la diversión del jugador

Abstract: A lo largo de la historia, numerosas teorías han tenido como objetivo explicar las razones que subyacen al ejercicio de la actividad lúdica. Con independencia de cualquier marco teórico, parece obvio que se juega a juegos y a videojuegos como consecuencia de que proporcionan diversión al jugador. Distintos autores sugieren que los video juegos son óptimas herramientas educativas, desde la premisa de que atraen al jugador y favorecen el proceso de aprendizaje de diversas maneras. Como consecuencia de el… Show more

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Cited by 16 publications
(10 citation statements)
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“…Regarding creative activities and games, they are usually perceived as fun. In the design of playful experiences, it is important to get the fun of the players since, generally, the main motivation that leads a person to play is the fun that is obtained during the playful activity (Calvo, 2018 ). Encouraging personal development is favourable in the design of playful experiences, for that reason beyond rewarding or punishing behaviours with different stimuli (points, medals, etc.…”
Section: Introductionmentioning
confidence: 99%
“…Regarding creative activities and games, they are usually perceived as fun. In the design of playful experiences, it is important to get the fun of the players since, generally, the main motivation that leads a person to play is the fun that is obtained during the playful activity (Calvo, 2018 ). Encouraging personal development is favourable in the design of playful experiences, for that reason beyond rewarding or punishing behaviours with different stimuli (points, medals, etc.…”
Section: Introductionmentioning
confidence: 99%
“…En principio, porque un requisito para jugar es aprender [9]; es decir, el jugador debe estar dispuesto a aprender sobre el mundo del videojuego y las reglas que lo rigen. Además, la motivación se da porque un buen videojuego divierte, genera curiosidad, reta al jugador para que avance y supere cada uno de los niveles, retroalimenta constantemente sobre el desempeño y así como estimula la competencia algunos también pueden impulsar la cooperación [10]. Civilization de Sid Meier, Zoo Tycoon de Blue Fang Games o Spore de Will Wright son videojuegos que se inclinan más hacia el divertimento y tienen imprecisiones en los temas que tratan; sin embargo, son utilizados para motivar el interés de los estudiantes por la historia [11], la zoología [12] o la biología [13], respectivamente.…”
Section: Submission -Game As Pastimeunclassified
“…Serious video games have been introduced in educational contexts as game-based environments, however, they are confined to controlled academic scenarios or to circumstances external to the player's entertainment, as they are designed as a support in which to introduce educational content, and therefore contrast with the distinctive characteristics of a game: both fun and voluntary, and its traditional motivational character. On the other hand, traditional video games can be defined as a playful activity, delimited by rules, exercised voluntarily through a specific hardware [38].…”
Section: B Intrinsic Motivation In Game-based Environmentsmentioning
confidence: 99%