Hábitos de consumo de videojuegos en universitarios españoles
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2015
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ESNE Editorial
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Abstract
La presente investigación determina los hábitos de consumo de videojuegos en los estudiantes universitarios españoles. Para ello, y siempre a través de la técnica de la encuesta, se comprueba que los universitarios españoles consideran las aplicaciones móviles de juego como videojuegos; se determinan sus patrones en la adquisición de videojuegos y se comparan los dispositivos que prefieren para consumir videojuegos (ordenadores o consolas) con los que más utilizan (smartphones). Finalmente, se especifican cuáles son para ellos las cinco características más importantes en un videojuego. Así, se obtienen conclusiones significativas para este target como, por ejemplo, que utilizan durante más tiempo los dispositivos móviles a pesar de preferir los tradicionales para consumir videojuegos, lo que refuerza un auge de la tendencia play everywhere entre dichos estudiantes universitarios.
The aim of this research is to determinate the consumption behaviours of video games in the Spanish university students through the survey technique. Due to the investigation, it has been found that this target considers mobile games such as video games. Besides, this survey has allowed us to identify the different patterns in the acquisition of video games and make a comparison between the devices preferred to consume video games (computers or consoles) and most used (smartphones). Finally, it has been possible to specify which are the five most important features in a video game for the students. Thus, significant conclusions are procured for this target like, for example, they use longer mobile devices despite the fact that they prefer traditional gadgets to consume video games. This fact reinforces the trend of playing everywhere among these university students.
The aim of this research is to determinate the consumption behaviours of video games in the Spanish university students through the survey technique. Due to the investigation, it has been found that this target considers mobile games such as video games. Besides, this survey has allowed us to identify the different patterns in the acquisition of video games and make a comparison between the devices preferred to consume video games (computers or consoles) and most used (smartphones). Finally, it has been possible to specify which are the five most important features in a video game for the students. Thus, significant conclusions are procured for this target like, for example, they use longer mobile devices despite the fact that they prefer traditional gadgets to consume video games. This fact reinforces the trend of playing everywhere among these university students.