The psycho-social impact of video games on K12 Spanish students
La versión registrada de este artículo, publicado por primera vez en J. New Approaches Educ. Res. 13, 14 (2024), está disponible en línea en el sitio web del editor :https://doi.org/10.1007/s44322-024-00014-9. The registered version of this article, first published in J. New Approaches Educ. Res. 13...
| Autores: | , , , |
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| Tipo de recurso: | artículo |
| Fecha de publicación: | 2024 |
| País: | España |
| Institución: | Universidad Nacional de Educación a Distancia |
| Repositorio: | e-spacio. Repositorio Institucional de la UNED |
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| Acceso en línea: | https://doi.org/10.1007/s44322-024-00014-9 https://hdl.handle.net/20.500.14468/25055 |
| Access Level: | acceso abierto |
| Palabra clave: | 53 Ciencias Económicas::5312 Economía sectorial::5312.04 Educación Video games K12 students topic modelling psycho-social impact |
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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 EducaciónVideo gamesK12 studentstopic modellingpsycho-social impactLa versión registrada de este artículo, publicado por primera vez en J. New Approaches Educ. Res. 13, 14 (2024), está disponible en línea en el sitio web del editor :https://doi.org/10.1007/s44322-024-00014-9. The registered version of this article, first published in J. New Approaches Educ. Res. 13, 14 (2024), is available online at the publisher's website: https://doi.org/10.1007/s44322- 024-00014-9.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.versión publicadaSpringer Nature202420242024artículojournal articleinfo:eu-repo/semantics/articleapplication/pdfhttps://doi.org/10.1007/s44322-024-00014-9https://hdl.handle.net/20.500.14468/25055reponame:e-spacio. Repositorio Institucional de la UNEDinstname:Universidad Nacional de Educación a DistanciaInglésFacultad de EducaciónDidáctica, Organización Escolar y Didácticas Especialesinfo:eu-repo/semantics/openAccesshttp://creativecommons.org/licenses/by/4.0/deed.esoai:dnet:espacio_____::e844bb3b687327ec0c79ead5a858d2682025-07-06T12:56:21Z |
| 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 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, 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.subject.none.fl_str_mv |
53 Ciencias Económicas::5312 Economía sectorial::5312.04 Educación Video games K12 students topic modelling psycho-social impact |
| topic |
53 Ciencias Económicas::5312 Economía sectorial::5312.04 Educación Video games K12 students topic modelling psycho-social impact |
| description |
La versión registrada de este artículo, publicado por primera vez en J. New Approaches Educ. Res. 13, 14 (2024), está disponible en línea en el sitio web del editor :https://doi.org/10.1007/s44322-024-00014-9. The registered version of this article, first published in J. New Approaches Educ. Res. 13, 14 (2024), is available online at the publisher's website: https://doi.org/10.1007/s44322- 024-00014-9. |
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2024 |
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2024 2024 2024 |
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artículo journal article info:eu-repo/semantics/article |
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article |
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https://doi.org/10.1007/s44322-024-00014-9 https://hdl.handle.net/20.500.14468/25055 |
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https://doi.org/10.1007/s44322-024-00014-9 https://hdl.handle.net/20.500.14468/25055 |
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Inglés |
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Inglés |
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Facultad de Educación Didáctica, Organización Escolar y Didácticas Especiales |
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info:eu-repo/semantics/openAccess http://creativecommons.org/licenses/by/4.0/deed.es |
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openAccess |
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http://creativecommons.org/licenses/by/4.0/deed.es |
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application/pdf |
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Springer Nature |
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Springer Nature |
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reponame:e-spacio. Repositorio Institucional de la UNED instname:Universidad Nacional de Educación a Distancia |
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Universidad Nacional de Educación a Distancia |
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e-spacio. Repositorio Institucional de la UNED |
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