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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Autores: Vázquez Cano, Esteban, Quero Gervilla, María Mercedes, Quicios García, Mª Del Pilar, López Meneses, Eloy
Tipo de recurso: artículo
Fecha de publicación:2024
País:España
Repositorio:e-spacio (DSpace). Repositorio Institucional de la UNED
Idioma:inglés
OAI Identifier:oai:dnet:e-spacio(ds_::e844bb3b687327ec0c79ead5a858d268
Acceso en línea:https://hdl.handle.net/20.500.14468/25055
Access Level:acceso abierto
Palabra clave:53 Ciencias Económicas::5312 Economía sectorial::5312.04 Educación
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spelling The psycho-social impact of video games on K12 Spanish studentsVázquez Cano, EstebanQuero Gervilla, María MercedesQuicios García, Mª Del PilarLópez Meneses, Eloy53 Ciencias Económicas::5312 Economía sectorial::5312.04 EducaciónThis 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 differences are calculated according to a nonlinear dynamics approach based on Hurst exponent and multifractal function and the influence 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' conflicts. There are significant differences 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 conflict, 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.Springer Naturee-Spacio UNED20242024-12-2620242024-08-2620242024-08-26journal articlehttp://purl.org/coar/resource_type/c_6501info:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/20.500.14468/25055reponame:e-spacio (DSpace). Repositorio Institucional de la UNEDinstname:Inglésengopen accesshttp://purl.org/coar/access_right/c_abf2info:eu-repo/semantics/openAccesshttp://creativecommons.org/licenses/by/4.0/deed.esoai:dnet:e-spacio(ds_::e844bb3b687327ec0c79ead5a858d2682025-06-20T09:27:21Z
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
53 Ciencias Económicas::5312 Economía sectorial::5312.04 Educación
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, María Mercedes
Quicios García, Mª Del Pilar
López Meneses, Eloy
author Vázquez Cano, Esteban
author_facet Vázquez Cano, Esteban
Quero Gervilla, María Mercedes
Quicios García, Mª Del Pilar
López Meneses, Eloy
author_role author
author2 Quero Gervilla, María Mercedes
Quicios García, Mª Del Pilar
López Meneses, Eloy
author2_role author
author
author
dc.contributor.none.fl_str_mv e-Spacio UNED
dc.subject.none.fl_str_mv 53 Ciencias Económicas::5312 Economía sectorial::5312.04 Educación
topic 53 Ciencias Económicas::5312 Economía sectorial::5312.04 Educación
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 differences are calculated according to a nonlinear dynamics approach based on Hurst exponent and multifractal function and the influence 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' conflicts. There are significant differences 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 conflict, 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
2024-12-26
2024
2024-08-26
2024
2024-08-26
dc.type.none.fl_str_mv journal article
http://purl.org/coar/resource_type/c_6501
info:eu-repo/semantics/article
format article
dc.identifier.none.fl_str_mv https://hdl.handle.net/20.500.14468/25055
url https://hdl.handle.net/20.500.14468/25055
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
info:eu-repo/semantics/openAccess
http://creativecommons.org/licenses/by/4.0/deed.es
rights_invalid_str_mv open access
http://purl.org/coar/access_right/c_abf2
http://creativecommons.org/licenses/by/4.0/deed.es
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Springer Nature
publisher.none.fl_str_mv Springer Nature
dc.source.none.fl_str_mv reponame:e-spacio (DSpace). Repositorio Institucional de la UNED
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reponame_str e-spacio (DSpace). Repositorio Institucional de la UNED
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