Agresividad e Inmersión en universitarios varones usuarios de videojuegos en cabinas de internet
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Date
2021-01-14
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Pontificia Universidad Católica del Perú
Abstract
El presente estudio tiene el objetivo de analizar la relación entre la agresividad e
inmersión en estudiantes universitarios varones que frecuentan cabinas de internet para
jugar videojuegos online. Se teoriza que la inmersión en videojuegos online facilita la
descarga de expresiones de agresión que salen del plano virtual y se expresan en la
cotidianidad (Southwell & Doyle, 2004; Huerta, 2005). Así mismo, el exceso o continuo
uso de videojuegos online podría afectar patrones de comportamiento a un nivel lo
suficientemente grave como para desarrollar una dinámica adictiva a los videojuegos
(World Health Organization, 2018). El método propone analizar correlaciones y
diferencias según las variables propuestas por la ficha DANE de videojuegos (Labrador,
& Villadangos, 2010), las pruebas de agresividad de Buss y Perry (1992) y el Cuestionario
de Inmersión de Jennett & Cox (2008) siguiendo una lógica de investigación exploratoria
(Vera, 2005). Los resultados indican que la agresividad y la inmersión correlacionan
mínimamente frente a los videojuegos online de tipo MOBA y si bien tienen un alto poder
inmersivo, éstos no necesariamente implican un mayor nivel de agresividad. Se propone
que las variables de edad de inicio de juego, lugar de juego y la evolución en las horas de
juego influenciarían en gran medida a la dinámica de inmersión y agresividad.
Finalmente, debido a la poca investigación realizada en el medio peruano, se propone un
mayor estudio de la inmersión y agresividad con las variables mencionadas.
The present study aims to analyze the relationship between aggression and immersion in university male students who frequent internet rooms to play online videogames. It is theorized that immersion in online video games facilitates the download of expressions of aggression that leave the virtual plane and are expressed in everyday life (Southwell & Doyle, 2004; Huerta, 2005). Likewise, the excess or continuous use of online videogames could affect behavior patterns at a level severe enough to develop an addictive dynamic to videogames (World Health Organization, 2018). The method proposes to analyze correlations and differences according to the variables proposed by the DANE videogame file (Labrador & Villadangos, 2010), the Buss and Perry’s aggressiveness test (1992) and the Jennett & Cox’s Immersion Questionnaire (2008) following an exploratory research logic (Vera, 2005). The results indicate that aggressiveness and immersion minimally correlate with MOBA type online videogames and although they have a high immersive power, they don’t necessarily imply a higher level of aggressiveness. It is proposed that the variables of age at the start of the game, place of play and the evolution in the hours of play would greatly influence the dynamics of immersion and aggressiveness. Finally, due to the Little research carried out in the Peruvian environment, a greater study of the immersion and aggressiveness with the aforementioned variables is proposed.
The present study aims to analyze the relationship between aggression and immersion in university male students who frequent internet rooms to play online videogames. It is theorized that immersion in online video games facilitates the download of expressions of aggression that leave the virtual plane and are expressed in everyday life (Southwell & Doyle, 2004; Huerta, 2005). Likewise, the excess or continuous use of online videogames could affect behavior patterns at a level severe enough to develop an addictive dynamic to videogames (World Health Organization, 2018). The method proposes to analyze correlations and differences according to the variables proposed by the DANE videogame file (Labrador & Villadangos, 2010), the Buss and Perry’s aggressiveness test (1992) and the Jennett & Cox’s Immersion Questionnaire (2008) following an exploratory research logic (Vera, 2005). The results indicate that aggressiveness and immersion minimally correlate with MOBA type online videogames and although they have a high immersive power, they don’t necessarily imply a higher level of aggressiveness. It is proposed that the variables of age at the start of the game, place of play and the evolution in the hours of play would greatly influence the dynamics of immersion and aggressiveness. Finally, due to the Little research carried out in the Peruvian environment, a greater study of the immersion and aggressiveness with the aforementioned variables is proposed.
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Agresividad (Psicología), Estudiantes universitarios--Aspectos psicológicos--Perú--Lima, Videojuegos--Perú--Lima--Investigaciones, Internet--Aspectos psicológicos
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