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...

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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
Institución:Universidad Nacional de Educación a Distancia
Repositorio:e-spacio. Repositorio Institucional de la UNED
OAI Identifier:oai:dnet:espacio_____::e844bb3b687327ec0c79ead5a858d268
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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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 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.
publishDate 2024
dc.date.none.fl_str_mv 2024
2024
2024
dc.type.none.fl_str_mv artículo
journal article
info:eu-repo/semantics/article
format article
dc.identifier.none.fl_str_mv https://doi.org/10.1007/s44322-024-00014-9
https://hdl.handle.net/20.500.14468/25055
url https://doi.org/10.1007/s44322-024-00014-9
https://hdl.handle.net/20.500.14468/25055
dc.language.none.fl_str_mv Inglés
language_invalid_str_mv Inglés
dc.relation.none.fl_str_mv Facultad de Educación
Didáctica, Organización Escolar y Didácticas Especiales
dc.rights.none.fl_str_mv info:eu-repo/semantics/openAccess
http://creativecommons.org/licenses/by/4.0/deed.es
eu_rights_str_mv openAccess
rights_invalid_str_mv http://creativecommons.org/licenses/by/4.0/deed.es
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. Repositorio Institucional de la UNED
instname:Universidad Nacional de Educación a Distancia
instname_str Universidad Nacional de Educación a Distancia
reponame_str e-spacio. Repositorio Institucional de la UNED
collection e-spacio. Repositorio Institucional de la UNED
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repository.mail.fl_str_mv
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