Videojuegos, implicaciones educativas

  1. Jana María Gallardo Pérez 1
  2. Iván Rivilla Arias 1
  3. Amaia Ramírez Muñoz 1
  4. Rosario Castro López 1
  5. Bárbara San Juan Ferrer 1
  6. Joel Manuel Prieto Andreu
  1. 1 Universidad Internacional de La Rioja
    info

    Universidad Internacional de La Rioja

    Logroño, España

    ROR https://ror.org/029gnnp81

Journal:
Revista de educación

ISSN: 0034-8082

Year of publication: 2024

Issue Title: Gamificación, Videojuegos y eSports

Issue: 405

Pages: 185-222

Type: Article

DOI: 10.4438/1988-592X-RE-2024-405-632 DIALNET GOOGLE SCHOLAR lock_openOpen access editor

More publications in: Revista de educación

Abstract

El presente artículo busca describir las implicaciones educativas de la tecnología digital y su consumo en los jóvenes. Para ello, se realizó una revisión narrativa a través de una búsqueda avanzada con 140 artículos de alto prestigio científico entre el periodo del 2000 - 2023, seleccionando aquellos artículos que analizaban los eSports en jóvenes con edades comprendidas entre 6 y 21 años. Se procede a conceptualizar el término eSports y analizar su relación con la agresividad, el género, las consecuencias psicológicas y las posibilidades derivadas de su uso y aplicación en el entorno de la educación. Respecto a la agresividad en los videojuegos, detectamos que los jóvenes con niveles altos de agresión pueden ser atraídos por la violencia de los videojuegos y que la correlación entre el videojuego y la agresividad puede ser causada por variables subyacentes. En lo referido al género, la presencia femenina es baja y los hombres juegan semanalmente durante más tiempo. Esta brecha de género está presente en factores como la experiencia, el rendimiento y las habilidades de juego. En relación con las consecuencias psicológicas del uso de videojuegos destacamos que el uso de estos está asociado con mayor nivel de habilidades intrapersonales, mayor control del estrés y una baja habilidad interpersonal. En último lugar, se analizan las implicaciones educativas que el uso de videojuegos genera en los jóvenes, desatacando aspectos positivos como el aumento del aprendizaje significativo o la tolerancia a la frustración, y también analizando sus aspectos negativos, ya que a través del contenido violento se puede generar un afecto negativo propiciando la aparición del consumo de alcohol o agresividad. Considerando lo propuesto, es necesario aumentar los estudios experimentales, longitudinales y correlacionales para aclarar los comportamientos y consecuencias de los jóvenes jugadores respecto al uso de videojuegos, lo que permitirá delimitar con mayor precisión las implicaciones educativas de la tecnología digital.

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