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Use of Videogames and Knowledge of Gamification in University Students

Published: 20 December 2021 Publication History

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.

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  • (2023)Unleashing Creativity and Cooperation: A Qualitative Case Study on Designing Digital Breakouts for Social Education DegreesSocieties10.3390/soc1309020313:9(203)Online publication date: 2-Sep-2023

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cover image ACM Other conferences
TEEM'21: Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'21)
October 2021
823 pages
ISBN:9781450390668
DOI:10.1145/3486011
  • Editors:
  • Marc Alier,
  • David Fonseca
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 20 December 2021

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View all
  • (2023)Unleashing Creativity and Cooperation: A Qualitative Case Study on Designing Digital Breakouts for Social Education DegreesSocieties10.3390/soc1309020313:9(203)Online publication date: 2-Sep-2023

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