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

This 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 launchi...

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Detalles Bibliográficos
Autores: Vázquez‑Cano, Esteban, Quero‑Gervilla, Mercedes, Quicios‑García, María Pilar, López Meneses, Eloy
Tipo de recurso: artículo
Fecha de publicación:2024
País:España
Institución:Universidad Pablo de Olavide (UPO)
Repositorio:RIO. Repositorio Institucional Olavide
Idioma:inglés
OAI Identifier:oai:dnet:rio_________::3b49ce42c20b5e65581c82e5c921f908
Acceso en línea:https://hdl.handle.net/10433/21608
Access Level:acceso abierto
Palabra clave:Video games
K12 students
Topic modelling
Psycho-social impact
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spelling The psycho‑social impact of video games on K12 Spanish studentsVázquez‑Cano, EstebanQuero‑Gervilla, MercedesQuicios‑García, María PilarLópez Meneses, EloyVideo gamesK12 studentsTopic modellingPsycho-social impactThis 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.Springer20242024-08-2720242024-08-2520242024-08-25journal articlehttp://purl.org/coar/resource_type/c_6501VoRhttp://purl.org/coar/version/c_970fb48d4fbd8a85info:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/10433/21608reponame:RIO. Repositorio Institucional Olavideinstname:Universidad Pablo de Olavide (UPO)Inglésengopen accesshttp://purl.org/coar/access_right/c_abf2Attribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessoai:dnet:rio_________::3b49ce42c20b5e65581c82e5c921f9082025-07-13T12:44:41Z
dc.title.none.fl_str_mv The psycho‑social impact of video games on K12 Spanish students
title The psycho‑social impact of video games on K12 Spanish students
spellingShingle The psycho‑social impact of video games on K12 Spanish students
Vázquez‑Cano, Esteban
Video games
K12 students
Topic modelling
Psycho-social impact
title_short The psycho‑social impact of video games on K12 Spanish students
title_full The psycho‑social impact of video games on K12 Spanish students
title_fullStr The psycho‑social impact of video games on K12 Spanish students
title_full_unstemmed The psycho‑social impact of video games on K12 Spanish students
title_sort The psycho‑social impact of video games on K12 Spanish students
dc.creator.none.fl_str_mv Vázquez‑Cano, Esteban
Quero‑Gervilla, Mercedes
Quicios‑García, María Pilar
López Meneses, Eloy
author Vázquez‑Cano, Esteban
author_facet Vázquez‑Cano, Esteban
Quero‑Gervilla, Mercedes
Quicios‑García, María Pilar
López Meneses, Eloy
author_role author
author2 Quero‑Gervilla, Mercedes
Quicios‑García, María Pilar
López Meneses, Eloy
author2_role author
author
author
dc.contributor.none.fl_str_mv
dc.subject.none.fl_str_mv Video games
K12 students
Topic modelling
Psycho-social impact
topic Video games
K12 students
Topic modelling
Psycho-social impact
description This 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.
publishDate 2024
dc.date.none.fl_str_mv 2024
2024-08-27
2024
2024-08-25
2024
2024-08-25
dc.type.none.fl_str_mv journal article
http://purl.org/coar/resource_type/c_6501
VoR
http://purl.org/coar/version/c_970fb48d4fbd8a85
info:eu-repo/semantics/article
format article
dc.identifier.none.fl_str_mv https://hdl.handle.net/10433/21608
url https://hdl.handle.net/10433/21608
dc.language.none.fl_str_mv Inglés
eng
language_invalid_str_mv Inglés
language eng
dc.rights.none.fl_str_mv open access
http://purl.org/coar/access_right/c_abf2
Attribution-NonCommercial-NoDerivatives 4.0 International
http://creativecommons.org/licenses/by-nc-nd/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv open access
http://purl.org/coar/access_right/c_abf2
Attribution-NonCommercial-NoDerivatives 4.0 International
http://creativecommons.org/licenses/by-nc-nd/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Springer
publisher.none.fl_str_mv Springer
dc.source.none.fl_str_mv reponame:RIO. Repositorio Institucional Olavide
instname:Universidad Pablo de Olavide (UPO)
instname_str Universidad Pablo de Olavide (UPO)
reponame_str RIO. Repositorio Institucional Olavide
collection RIO. Repositorio Institucional Olavide
repository.name.fl_str_mv
repository.mail.fl_str_mv
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