Research

Use of Videogames and Knowledge of Gamification in University Students

Use of Videogames and Knowledge of Gamification in University Students

Use of Videogames and Knowledge of Gamification in University Students

Use of Videogames and Knowledge of Gamification in University Students

By Rosa Núñez-Pacheco, AyméBarreda-Parra, Evelyn-Paola Guillén-Chávez, and Ignacio Aguaded

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.”

Reference

Kniestedt, I., Lefter, I., Lukosch, S., &; Brazier, F. M. (2022). Re-framing engagement for Applied Games: A Conceptual Framework. Entertainment Computing, 41, 100475. doi:10.1016/j.entcom.2021.100475 https://www.sciencedirect.com/science/article/pii/S1875952121000720

Keyword

Video games, gamification, university students, education, research