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dc.contributor.authorPérez Sánchez, Rolando
dc.contributor.authorGiusti Mora, Gloriana
dc.contributor.authorSoto Chavarría, Karina
dc.date.accessioned2020-04-30T13:20:47Z
dc.date.available2020-04-30T13:20:47Z
dc.date.issued2020-03-03
dc.identifier.citationPérez-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.2020.23.2.4es_CO
dc.identifier.issn0122-8285
dc.identifier.otherhttps://palabraclave.unisabana.edu.co/index.php/palabraclave/article/view/10223
dc.identifier.otherhttps://palabraclave.unisabana.edu.co/index.php/palabraclave/article/view/10223/pdf
dc.identifier.urihttp://hdl.handle.net/10818/40880
dc.description23 páginases_CO
dc.description.abstractEl 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.es_CO
dc.formatapplication/pdfes_CO
dc.language.isospaes_CO
dc.publisherUniversidad de La Sabanaes_CO
dc.relation.ispartofseriesPalabra Clave, 23(2), e2324
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.sourceUniversidad de La Sabanaes_CO
dc.sourceIntellectum Repositorio Universidad de La Sabanaes_CO
dc.subjectVideojuego colaborativoes_CO
dc.subjectVideojuego violentoes_CO
dc.subjectCognición sociales_CO
dc.subjectMotivaciónes_CO
dc.subjectEmociónes_CO
dc.titleAspectos sociocognitivos asociados al uso de videojuegos colaborativos y violentoses_CO
dc.title.alternativeSocio-Cognitive Aspects Associated with Collaborative and Violent Video Gameses_CO
dc.title.alternativeAspectos sociocognitivos associados com o uso de videogames colaborativos e violentoses_CO
dc.typearticlees_CO
dc.publisher.departmentDirección de Publicaciones
dc.type.hasVersionpublishedVersiones_CO
dc.rights.accessRightsopenAccesses_CO
dc.identifier.doihttps://doi.org/10.5294/pacla.2020.23.2.4
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