大学生电子游戏玩家特征:游戏偏好和学术背景的影响

IF 5.7 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Emilio García-Cabrera , Francisco Luna-Perejón , Miguel Ángel Pertegal-Vega , Luis Muñoz-Saavedra , José Luis Sevillano-Ramos , Lourdes Miró-Amarante
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引用次数: 0

摘要

电子游戏已经成为一种广泛的文化和经济现象,西班牙在游戏消费方面位居欧洲前列。这项研究调查了塞维利亚大学440名大学生的游戏习惯和偏好,根据游戏偏好和学术背景对玩家进行了分类。通过匿名在线调查进行的横断面研究,主成分分析确定了三种不同的玩家特征:竞争型、探索型和社交型。研究结果表明,不同学科的学生玩游戏的频率差异很大,技术领域的学生更喜欢玩PC游戏,而社会和健康科学领域的学生更喜欢玩手机游戏。此外,Explorer用户的游戏频率较高,而Socializer用户的粘性较低。与人们普遍担心的相反,游戏时间确实会影响学习成绩,尤其是每天超过5小时的时候。研究结果表明,高等教育中的游戏化应该与学生的游戏特征相结合,以提高参与度和学习表现。虽然提供了有用的见解,但该研究的横截面设计和自我报告数据限制了其范围。需要进行纵向研究来评估长期的学术和福祉影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Video game player profiles among university students: Impact of game preferences and academic background
Video games have become a widespread cultural and economic phenomenon, with Spain ranking among the top European countries in gaming consumption. This study examines the gaming habits and preferences of 440 university students at the University of Seville, classifying player profiles based on game preferences and academic background. A cross-sectional study was conducted using an anonymous online survey, and principal component analysis identified three distinct player profiles: Competitive, Explorer, and Socializer.
Findings indicate that gaming frequency varies significantly by academic discipline, with students in technical fields playing more frequently and preferring PC gaming, while those in social and health sciences favor mobile gaming. Moreover, the Explorer profile is associated with higher gaming frequency, whereas the Socializer profile is linked to lower engagement. Contrary to common concerns, gaming time does impact academic performance, particularly when exceeding five hours per day.
Findings suggest that gamification in higher education should align with students' gaming profiles to boost engagement and learning performance. While offering useful insights, the study's cross-sectional design and self-reported data limit its scope. Longitudinal research is needed to assess long-term academic and well-being impacts.
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