Aspectos sociocognitivos asociados al uso de videojuegos colaborativos y violento
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Pérez Sánchez, Rolando
Guisti Mora, Gloriana
Soto Chavarría, Karina
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Abstract
El estudio se dirige a investigar las diferencias en el uso de un videojuego
colaborativo y un videojuego violento a nivel sociocognitivo. Específicamente interesa indagar las diferencias en la percepción del estado de ánimo,
el transporte emocional y el comportamiento altruista, así como los factores motivacionales relacionados con el uso de los videojuegos que permiten comprender las variaciones en estas tres dimensiones. Se llevó a cabo
un experimento con 50 estudiantes universitarios, el 48 % mujeres y una
edad promedio de 20,6 (DT = 1,83). Como procedimiento de análisis se
recurrió a pruebas t y a análisis de regresión lineal jerárquica, método paso
a paso (stepwise). Los resultados muestran evidencias de que jugar uno u
otro juego se asocia a diferentes respuestas sociocognitivas, sobre todo en el plano emocional y motivacional, hallazgos relevantes para la comprensión
de los usos cotidianos de estas tecnologías. Se encontró que el videojuego
violento favorece estados de ánimo más positivos, mientras que el videojuego colaborativo evoca mayor transporte emocional. Asimismo, la necesidad psicológica de filiación se asocia con el acto de videojugar en contextos
de juego compartido, independiente del tipo de juego.
The study aims at researching into the socio-cognitive differences between playing a collaborative video game and a violent video game. Specifically, it is interesting to identify the dissimilarities in the perception of mood, emotional immersion, and altruistic behavior, as well as the motivational factors related to playing video games that allow understanding the variations in these three dimensions. An experiment was carried out with 50 university students, 48% women and an average age of 20.6 (SD = 1.83). As an analysis procedure, t-tests and hierarchical linear regression were used (stepwise method). Results reveal that playing one game or the other is associated with diverse socio-cognitive responses, especially on the emotional and motivational levels. These findings are relevant to comprehending the daily uses of these technologies. The violent video game was found to favor more positive moods, while the collaborative one induces greater emotional immersion. The psychological need for connection is also associated with the act of playing video games in shared contexts, regardless of the type.
The study aims at researching into the socio-cognitive differences between playing a collaborative video game and a violent video game. Specifically, it is interesting to identify the dissimilarities in the perception of mood, emotional immersion, and altruistic behavior, as well as the motivational factors related to playing video games that allow understanding the variations in these three dimensions. An experiment was carried out with 50 university students, 48% women and an average age of 20.6 (SD = 1.83). As an analysis procedure, t-tests and hierarchical linear regression were used (stepwise method). Results reveal that playing one game or the other is associated with diverse socio-cognitive responses, especially on the emotional and motivational levels. These findings are relevant to comprehending the daily uses of these technologies. The violent video game was found to favor more positive moods, while the collaborative one induces greater emotional immersion. The psychological need for connection is also associated with the act of playing video games in shared contexts, regardless of the type.
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Keywords
Videojuego colaborativo, Videojuego violento, Cognición social, Motivación, Emoción, Collaborative video games, Violent video game, Social cognition, Motivation, Emotion, VIOLENCIA EN LOS VIDEOJUEGOS, VIDEOJUEGOS - ASPECTOS COGNITIVOS
Citation
https://palabraclave.unisabana.edu.co/index.php/palabraclave/article/view/10223