Publication:
The psycho‑social impact of video games on K12 Spanish students

dc.contributor.authorVázquez‑Cano, Esteban
dc.contributor.authorQuero‑Gervilla, Mercedes
dc.contributor.authorQuicios‑García, María Pilar
dc.contributor.authorLópez Meneses, Eloy
dc.date.accessioned2024-08-27T10:34:47Z
dc.date.available2024-08-27T10:34:47Z
dc.date.issued2024-08-25
dc.descriptionThis work has been developed within the framework of the “Proof of Concept” Project entitled: “GAUBI-ORTO. Evaluation of a digital model and application for sustainable, ubiquitous and gamifed learning of Spanish spelling in Primary Educa‑ tion” (PDC2022-133185-I00). State Program to Promote Scientifc-Technical Research and its Transfer, of the State Plan for Scientifc and Technical Research and Innovation. Ministry of Science and Innovation (Spain). Funded by the European Union-Next Generation EU.
dc.description.abstractThis research aims to study the psycho-social impact of video games on K12 students. For this, a probabilistic topic modelling analysis method based on text mining approach has been performed. This process is based on nodes’ connectivity and it has been developed through K Means approach; by launching the Jenks-Breaks algorithm. The sex diferences are calculated according to a nonlinear dynamics approach based on Hurst exponent and multifractal function and the infuence of time with the application of the Sobel test. The results show which are the most used video games by K12 and their psycho-social impact on students based on four categories: (1) boredom and sadness, (2) happiness and socialization, (3) immersion, and (4) families’ conficts. There are signifcant diferences between boys and girls depending on the games they use, a factor that increases when playing more than two hours a day. For boys, games like FIFA and Fortnite produce higher levels of immersion and family confict, while for girls, games are perceived as sources of greater happiness and a means to reinforce friendship and camaraderie, particularly with games like Brawl Stars, Rocket League, and PKXD.
dc.description.sponsorshipDepartamento de Educación y Psicología Social. Universidad Pablo de Olavide.
dc.format.mimetypeapplication/pdf
dc.identifier.citationVázquez-Cano, E., Quero-Gervilla, M., Quicios-García, M.P. & López-Meneses, E. (2024). The psycho-social impact of video games on K12 Spanish students. J. New Approaches Educ. Res, vol 13, nº 14, p. 1-20. https://doi.org/10.1007/s44322-024-00014-9
dc.identifier.doi10.1007/s44322-024-00014-9
dc.identifier.urihttps://hdl.handle.net/10433/21608
dc.language.isoen
dc.publisherSpringer
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internationalen
dc.rights.accessRightsopen access
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subjectVideo games
dc.subjectK12 students
dc.subjectTopic modelling
dc.subjectPsycho-social impact
dc.titleThe psycho‑social impact of video games on K12 Spanish students
dc.typejournal article
dc.type.hasVersionVoR
dspace.entity.typePublication
relation.isAuthorOfPublication20f36a91-68d9-4a04-8c81-64e9b213ce71
relation.isAuthorOfPublication.latestForDiscovery20f36a91-68d9-4a04-8c81-64e9b213ce71

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