Investigating the use of digital games by undergraduate students with competitive tendencies and receptive to new digital experiences


Δημοσιευμένα: Mar 18, 2022
Λέξεις-κλειδιά:
digital games gender competitive tendencies receptive to new digital experiences
Georgia Zachou
Maria Konstanti
Konstantina Batistaki
E. Pyrkati
Anastasia Fouka
Eugenia Toki
Jenny Pange
Περίληψη

Digital media are one of the most important activities among children and young people. Their relationship of players of games to digital technology is becoming more and more prevalent within the school and thus the University. There is a group of young people who are very familiar with games and prefer to use them for learning. Digital games provide players with interactive environments and players are confronted with new competitive experiences. The purpose of this study is to investigate the relationship of a group of 150 undergraduate students (M: 35, F: 115) with digital games. A questionnaire was used to investigate how receptive are undergraduate students to new experiences and competitive tendency using digital games. This research is in progress, so the following results may change. The sample of this research will be increased soon, in order to generalize conclusions. According to the results so far, undergraduate students seem to be very receptive to new experiences offered by the digital world (64,7%). It was also revealed that undergraduate students prefer using digital games guided by their competitive tendencies (61,33%). In addition, a statistically significant difference was reported between genders and competitive tendencies using digital games.

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