Mostrar el registro sencillo del ítem
Aspectos sociocognitivos asociados al uso de videojuegos colaborativos y violentos
dc.contributor.author | Pérez Sánchez, Rolando | |
dc.contributor.author | Giusti Mora, Gloriana | |
dc.contributor.author | Soto Chavarría, Karina | |
dc.date.accessioned | 2020-04-30T13:20:47Z | |
dc.date.available | 2020-04-30T13:20:47Z | |
dc.date.issued | 2020-03-03 | |
dc.identifier.citation | 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 | es_CO |
dc.identifier.issn | 0122-8285 | |
dc.identifier.other | https://palabraclave.unisabana.edu.co/index.php/palabraclave/article/view/10223 | |
dc.identifier.other | https://palabraclave.unisabana.edu.co/index.php/palabraclave/article/view/10223/pdf | |
dc.identifier.uri | http://hdl.handle.net/10818/40880 | |
dc.description | 23 páginas | es_CO |
dc.description.abstract | El 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.format | application/pdf | es_CO |
dc.language.iso | spa | es_CO |
dc.publisher | Universidad de La Sabana | es_CO |
dc.relation.ispartofseries | Palabra Clave, 23(2), e2324 | |
dc.rights | Attribution-NonCommercial-NoDerivatives 4.0 International | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/4.0/ | * |
dc.source | Universidad de La Sabana | es_CO |
dc.source | Intellectum Repositorio Universidad de La Sabana | es_CO |
dc.subject | Videojuego colaborativo | es_CO |
dc.subject | Videojuego violento | es_CO |
dc.subject | Cognición social | es_CO |
dc.subject | Motivación | es_CO |
dc.subject | Emoción | es_CO |
dc.title | Aspectos sociocognitivos asociados al uso de videojuegos colaborativos y violentos | es_CO |
dc.title.alternative | Socio-Cognitive Aspects Associated with Collaborative and Violent Video Games | es_CO |
dc.title.alternative | Aspectos sociocognitivos associados com o uso de videogames colaborativos e violentos | es_CO |
dc.type | article | es_CO |
dc.publisher.department | Dirección de Publicaciones | |
dc.type.hasVersion | publishedVersion | es_CO |
dc.rights.accessRights | openAccess | es_CO |
dc.identifier.doi | https://doi.org/10.5294/pacla.2020.23.2.4 | |
dcterms.references | Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A. … Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151-173. https://doi.org/10.1037/a0018251 | eng |
dcterms.references | Bartsch, A. & Oliver, M. (2011). Making sense of entertainment: On the interplay of emotion and cognition in entertainment experience. Journal of Media Psychology, 23(1), 12-17. https://doi. org/10.1027/1864-1105/a000026 | eng |
dcterms.references | Bryant, J., Roskos-Ewoldsen, D. R. & Cantor, J. (Eds.). (2003). Communication and emotion: Essays in honor of Dolf Zillmann. New Jersey, EE. UU.: Lawrence Erlbaum. | eng |
dcterms.references | Burrows, C. N. & Blanton, H. (2016). Real-world persuasion from virtualworld campaigns: How transportation into virtual worlds moderates in-game influence. Communication Research, 43(4), 542-570. https://doi.org/10.1177/0093650215619215 | eng |
dcterms.references | Carlo, G. & Randall, B. A. (2002). The development of a measure of prosocial behaviors for late adolescents. Journal of Youth AND Adolescence, 31(1), 31-44. https://doi.org/10.1023/A:1014033032440 | eng |
dcterms.references | Drummond, A., Sauer, J. D. & Garea, S. S. (2018). The infamous relationship between violent video game use and aggression: Uncharted moderators and small effects make it a far cry from certain. En C. Ferguson (Eds.), Video game influences on aggression, cognition, and attention. (pp. 23-40). Cham, Alemania: Springer. https:// doi.org/10.1007/978-3-319-95495-0_3 | eng |
dcterms.references | Eden, A., Grizzard, M. & Lewis, R. J. (2012). Moral psychology and media theory: Historical and emerging viewpoints. En R. Tamborini (Ed.), Media and the moral mind. (pp. 25-49). Nueva York, EE. UU.: Routledge. | eng |
dcterms.references | Eisenberg, N., Fabes, R. A. & Spinrad, T. L. (1998). Prosocial development. En W. Damon & N. Eisenberg (Eds.), Handbook of child psychology: Vol. 3. Social, emotional, and personality development. (5.ª ed., pp. 701-778). Nueva York, EE. UU.: Wiley. https://doi. org/10.1002/9780470147658.chpsy0311 | eng |
dcterms.references | Ferguson, C. J. & Beresin, E. (2017). Social science’s curious war with pop culture and how it was lost: The media violence debate and the risks it holds for social science. Preventive Medicine, 99, 69-76. https:// doi.org/10.1016/j.ypmed.2017.02.009 | eng |
dcterms.references | Garbanzo Rodríguez, G. y Rivera Villareal, C. (2010). El uso de un juego de simulación digital comercial como herramienta pedagógica en el aprendizaje de la informática en un grupo de adultos del cantón de Curridabat (Tesis de grado, Universidad de Costa Rica, San José de Costa Rica). http://sipub.inie.ucr.ac.cr/SIPUB/detallesResultado.do?idProduccion=1127 | spa |
dcterms.references | Green, M. C. & Brock, T. C. (2000). The role of transportation in the persuasiveness of public narratives. Journal of Personality and Social Psychology, 79(5), 701-721. https://doi.org/10.1037/0022- 3514.79.5.701 | eng |
dcterms.references | Greitemeyer, T. & Osswald, S. (2009). Prosocial video games reduce aggressive cognitions. Journal of Experimental Social Psychology, 45(4), 896-900. https://doi.org/10.1016/j.jesp.2009.04.005 | eng |
dcterms.references | Greitemeyer, T., Agthe, M., Turner, R. & Gschwendtner, C. (2012). Acting prosocially reduces retaliation: Effects of prosocial video games on aggressive behavior. European Journal of Social Psychology, 42(2), 235-242. https://doi.org/10.1002/ejsp.1837 | eng |
dcterms.references | Greitemeyer, T., Osswald, S. & Brauer, M. (2010). Playing prosocial video games increases empathy and decreases schadenfreude. Emotion, 10(6), 796-802. https://doi.org/10.1037/a0020194 | eng |
dcterms.references | Hollingdale, J. & Greitemeyer, T. (2014). The effect of online violent video games on levels of aggression. PLoS One, 9(11), e111790. https:// doi.org/10.1371/journal.pone.0111790 | eng |
dcterms.references | Iten, G. H., Bopp, J. A., Steiner, C., Opwis, K. & Mekler, E. D. (2018). Does a prosocial decision in video games lead to increased prosocial real-life behavior? The impact of reward and reasoning. Computers in Human Behavior, 89, 163-172. https://doi.org/10.1016/j. chb.2018.07.031 | eng |
dcterms.references | Jerabeck, J. M. & Ferguson, C. J. (2013). The influence of solitary and cooperative violent video game play on aggressive and prosocial behavior. Computers in Human Behavior, 29(6), 2573-2578. https:// doi.org/10.1016/j.chb.2013.06.034 | eng |
dcterms.references | Johnson, D., Gardner, J. & Sweetser, P. (2016). Motivations for videogame play: Predictors of time spent playing. Computers in Human Behavior, 63, 805-812. https://doi.org/10.1016/j.chb.2016.06.028 | eng |
dcterms.references | Lewis, R. J., Tamborini, R. & Weber, R. (2014). Testing a dual-process model of media enjoyment and appreciation. Journal of Communication, 64(3), 397-416. https://doi.org/10.1111/jcom.12101 | eng |
dcterms.references | Lucas, K. & Sherry, J. L. (2004). Sex differences in video game play: A communication-based explanation. Communication Research, 31(5), 499-523. https://doi.org/10.1177/0093650204267930 | eng |
dcterms.references | Luszczynska, A., Gutiérrez‐Doña, B. & Schwarzer, R. (2005). General self‐ efficacy in various domains of human functioning: Evidence from five countries. International Journal of Psychology, 40(2), 80-89. https://doi.org/10.1080/00207590444000041 | eng |
dcterms.references | Ogletree, S. M. & Drake, R. (2007). College students’ video game participation and perceptions: Gender differences and implications. Sex Roles, 56(7-8), 537-542. https://doi.org/10.1007/s11199- 007-9193-5 | eng |
dcterms.references | Oliver, M. B. & Bartsch, A. (2010). Appreciation as audience response: Exploring entertainment gratifications beyond hedonism. Human Communication Research, 36(1), 53-81. https://doi.org/10.1111/ j.1468-2958.2009.01368.x | eng |
dcterms.references | Pérez-Sánchez, R. y Torres, D. (2014). Intensidad de demanda de los videojuegos y su efecto sobre el estado de ánimo y la activación percibida. Universitas Psychologica, 13(4), 1489-1502. https://doi. org/10.11144/Javeriana.UPSY13-4.idve | spa |
dcterms.references | Puerta-Cortés, D. X., Panova, T., Carbonell, X. & Chamarro, A. (2017). How passion and impulsivity influence a player’s choice of videogame, intensity of playing and time spent playing. Computers in Human Behavior, 66, 122-128. https://doi.org/10.1016/j.chb.2016.09.029 | eng |
dcterms.references | Rogers, R. (2017). The motivational pull of video game feedback, rules, and social interaction: Another self-determination theory approach. Computers in Human Behavior, 73, 446-450. https://doi. org/10.1016/j.chb.2017.03.048 | eng |
dcterms.references | Rogers, R., Bowman, N. D. & Oliver, M. B. (2015). It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games. Computers in Human Behavior, 49, 588-596. https://doi.org/10.1016/j.chb.2015.03.027 | eng |
dcterms.references | Ryan, R. M. & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55(1), 68-78. http://doi. org/10.1037/0003-066X.55.1.68 | eng |
dcterms.references | Ryan, R. M., Rigby, C. S. & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 344-360. https://doi.org/10.1007/s11031- 006-9051-8 | eng |
dcterms.references | Sailer, M., Hense, J. U., Mayr, S. K. & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380. https://doi.org/10.1016/j. chb.2016.12.033 | eng |
dcterms.references | Saleem, M., Anderson, C. A. & Gentile, D. A. (2012). Effects of prosocial, neutral, and violent video games on college students’ affect. Aggressive Behavior, 38(4), 263-271. https://doi.org/10.1002/ab.21427 | eng |
dcterms.references | Tabachnick, B. G. & Fidell, L. S. (2007). Using multivariate statistics. (5.ª ed.). Boston, EE. UU.: Pearson | eng |
dcterms.references | Tamborini, R., Bowman, N. D., Eden, A., Grizzard, M. & Organ, A. (2010). Defining media enjoyment as the satisfaction of intrinsic needs. Journal of Communication, 60(4), 758-777. https://doi. org/10.1111/j.1460-2466.2010.01513.x | eng |
dcterms.references | Watson, D., Clark, L. A. & Tellegen, A. (1988). Development and validation of brief measures of positive and negative affect: The PANAS scales. Journal of Personality and Social Psychology, 54(6), 1063-1070. https://doi.org/10.1037/0022-3514.54.6.1063 | eng |
dcterms.references | Zillmann, D. (1988). Mood management through communication choices. American Behavioral Scientist, 31(3), 327-340. https://doi. org/10.1177/000276488031003005 | eng |
Ficheros en el ítem
Ficheros | Tamaño | Formato | Ver |
---|---|---|---|
No hay ficheros asociados a este ítem. |