2023
DOI: 10.3926/jotse.1897
|View full text |Cite
|
Sign up to set email alerts
|

Motivations and use of video games in engineering students

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 ha… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4
1

Citation Types

1
4
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
2
1

Relationship

1
2

Authors

Journals

citations
Cited by 3 publications
(5 citation statements)
references
References 40 publications
(57 reference statements)
1
4
0
Order By: Relevance
“…In addition, the relationship between gender and genre is significant; females preferred adventure and strategic genres, while males preferred action and sports genres followed by strategic. This result is in line with the study outcomes of Rehbein et al (2016), Von der Heiden et al (2019), Baloch et al (2023), Núñez-Pacheco et al (2023) and Scharkow et al (2015) who found that males preferred action and strategy games. Also, Yoon et al (2013) found gender and game type change the results.…”
Section: Discussionsupporting
confidence: 89%
See 4 more Smart Citations
“…In addition, the relationship between gender and genre is significant; females preferred adventure and strategic genres, while males preferred action and sports genres followed by strategic. This result is in line with the study outcomes of Rehbein et al (2016), Von der Heiden et al (2019), Baloch et al (2023), Núñez-Pacheco et al (2023) and Scharkow et al (2015) who found that males preferred action and strategy games. Also, Yoon et al (2013) found gender and game type change the results.…”
Section: Discussionsupporting
confidence: 89%
“…Moreover, Baloch et al (2023) reported a gender-based disparity in the duration spent engaging in online gaming activities among university students, showing that male participants were more dedicated to playing online games than their female counterparts. Furthermore, Núñez-Pacheco et al (2023) identified a correlation between the duration of gaming experience and the motivation to engage in such activities, indicating that the longer individuals have been involved in gaming, the stronger their motivation becomes. Notably, students who have played for over four years exhibited a higher level of motivation towards video games, followed by those who have engaged in gaming for a period of two to three years, as opposed to individuals who have played for less than a year or have never engaged in video game activities.…”
Section: Literature Reviewmentioning
confidence: 99%
See 3 more Smart Citations