Aspectos sociocognitivos asociados al uso de videojuegos colaborativos y violentos
DOI:
https://doi.org/10.5294/pacla.2020.23.2.4Palavras-chave:
Videogame colaborativo, Videogame violento, cognição social, motivação, emoçãoResumo
Socio-Cognitive Aspects Associated with Collaborative and Violent Video Games
Aspectos sociocognitivos associados com o uso de videogames colaborativos e violentos
O objetivo deste estudo é pesquisar as diferenças no uso de um videogame colaborativo e um videogame violento no âmbito da cognição social. Em específico, interessa questionar as diferenças na percepção do estado de humor, no transporte emocional e no comportamento altruísta, bem como os fatores motivacionais relacionados com o uso de videogames que permitem compreender as variações nessas três dimensões. Realizou-se uma experiência com 50 estudantes universitários — 48 % mulheres e idade média de 20,6 anos (DP = 1,83). Como procedimento de análise, recorreu-se a testes t e à análise de regressão linear hierárquica, método passo a passo (stepwise). Os resultados mostram evidências de que jogar um ou outro jogo está associado com diferentes respostas cognitivas, sobretudo no plano emocional e motivacional, achados relevantes para compreender os usos cotidianos dessas tecnologias. Verificou-se que o videogame violento favorece estados de humor mais positivos, enquanto o colaborativo evoca maior transporte emocional. Além disso, a necessidade psicológica de afiliação se relaciona com o ato de jogar em contextos de jogos em rede, independentemente do tipo de jogo.
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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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