The use of video games is linked to current social changes and to inherent characteristics such as their interactive nature. They are a lens through which we can observe new dynamics and models. The video game industry is central to the entertainment and technology sector and is growing year after year in terms of audiences and profits. Recent studies from the technological, social and business sectors have attempted to analyse the effectiveness of the use of video games as tools for education, information, training, participation and interaction. A total of 286 students from two educational institutions in Argentina participated in this study, which utilized a quantitative approach with a descriptive correlational scope and a non-experimental cross-sectional design. Data collection occurred in May 2022 through non-probabilistic convenience sampling. Sociodemographic information and data on video game usage were gathered using a survey technique administered to students from both public institutions located in the Metropolitan Area of Buenos Aires. The results show that men have a greater preference for video games, confirming the relevance of such cultural products for them. There are also significant gender differences in age, hours of use, game modes, platform, and video game genre. We therefore conclude that video games are an important emerging consumer technology for different age and gender groups, and that there are gender differences and similarities in the use of video games as an entertainment activity that deserve to be explored in order to exploit the potential of these resources.

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Video Games as an Emerging Consumer Technology: Profiles, Uses, and Preferences of University Students in Argentina

  • María Gabriela Galli,
  • María Cristina Kanobel,
  • Diana Marín Suelves,
  • Donatella Donato

摘要

The use of video games is linked to current social changes and to inherent characteristics such as their interactive nature. They are a lens through which we can observe new dynamics and models. The video game industry is central to the entertainment and technology sector and is growing year after year in terms of audiences and profits. Recent studies from the technological, social and business sectors have attempted to analyse the effectiveness of the use of video games as tools for education, information, training, participation and interaction. A total of 286 students from two educational institutions in Argentina participated in this study, which utilized a quantitative approach with a descriptive correlational scope and a non-experimental cross-sectional design. Data collection occurred in May 2022 through non-probabilistic convenience sampling. Sociodemographic information and data on video game usage were gathered using a survey technique administered to students from both public institutions located in the Metropolitan Area of Buenos Aires. The results show that men have a greater preference for video games, confirming the relevance of such cultural products for them. There are also significant gender differences in age, hours of use, game modes, platform, and video game genre. We therefore conclude that video games are an important emerging consumer technology for different age and gender groups, and that there are gender differences and similarities in the use of video games as an entertainment activity that deserve to be explored in order to exploit the potential of these resources.