Aspectos sociocognitivos asociados al uso de videojuegos colaborativos y violentos

Authors

DOI:

https://doi.org/10.5294/pacla.2020.23.2.4

Keywords:

Collaborative video games, violent video game, social cognition, motivation, emotion

Abstract

Socio-Cognitive Aspects Associated with Collaborative and Violent Video Games

Aspectos sociocognitivos associados com o uso de videogames colaborativos e violentos

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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Pérez-Sánchez, R.Giusti-Mora, G. y Soto-Chavarría, K. (2020). Aspectos sociocognitivos asociados al uso de videojuegos colaborativos y violentos. Palabra Clave, 23(2), e2324. https://doi.org/10.5294/pacla.2020.23.2.4

Recibido: 01/02/2019

Aceptado: 17/06/2019

Publicado: 03/03/2020

Financiación: Vicerrectoría de Investigación de la Universidad de Costa Rica. Número: 723-B4-312.

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Published

2020-03-03

How to Cite

Pérez-Sánchez, R., Giusti-Mora, G., & Soto-Chavarría, K. (2020). Aspectos sociocognitivos asociados al uso de videojuegos colaborativos y violentos. Palabra Clave, 23(2), e2324. https://doi.org/10.5294/pacla.2020.23.2.4

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