Publicación: Videojugar en América Latina: exploración de prácticas de consumo, emociones, motivaciones y percepciones de impacto en la salud
| dc.contributor.author | Treviño González, Raúl Alejandro | |
| dc.contributor.author | Cobos Cobos, Tania Lucía | |
| dc.contributor.researchgroup | Grupo de Investigación en Estudios Sociales y Humanísticos- GESH | |
| dc.coverage.tgn | América Latina | |
| dc.date.accessioned | 2026-07-21T15:37:27Z | |
| dc.date.issued | 2026-05-18 | |
| dc.description | Contiene tablas | |
| dc.description.abstract | Este artículo analiza las prácticas de consumo de videojuegos en América Latina desde una perspectiva generacional, considerando intensidad de uso, rutinas, motivaciones, emociones aso-ciadas y autopercepción de efectos sobre la salud física y mental. El estudio dialoga con el debate sobre los videojuegos como servicio (GaaS) y se basa en una encuesta en línea aplicada entre abril y mayo de 2024 a 1.304 participantes, mediante muestreo por conveniencia y difusión en redes sociales digitales. A partir de estadística descriptiva, los resultados muestran continuidad entre generaciones: el juego se intensifica durante los fines de semana y las diferencias por edad son moderadas, aunque la Generación Z presenta mayor frecuencia e intensidad. Predominan motivaciones vinculadas al reto, la exploración narrativa, el disfrute estético y el desestrés. La mayoría no percibe impactos negativos, salvo alteraciones del sueño y molestias visuales o musculoesqueléticas. | spa |
| dc.description.abstract | This article analyzes gaming practices in Latin America from a generational perspective, considering intensity of use, routines, motivations, associated emotions, and self-perceived effects on physical and mental health. The study engages with the debate on video games as a service (GaaS) and is based on an online survey conducted between April and May 2024 with 1,304 participants, using convenience sampling and dissemination through digital social networks. Based on descriptive statistics, the results show continuities across generations: gaming intensifies during weekends, and age-related differences are moderate, although Generation Z reports higher frequency and intensity. Motivations related to challenge, narrative exploration, aesthetic enjoyment, and stress relief predominate. Most participants do not perceive negative impacts, except for sleep disturbances and visual or musculoskeletal discomfort. | eng |
| dc.format.extent | 24 páginas | |
| dc.format.mimetype | application/pdf | |
| dc.identifier.citation | Treviño González, R. A. y Cobos Cobos, T. L. (2026). Videojugar en América Latina: exploración de prácticas de consumo, emociones, motivaciones y percepciones de impacto en la salud. index.comunicación, 16(2), 91-114. https://doi.org/10.62008/ixc/16/02Videoj | |
| dc.identifier.doi | https://doi.org/10.62008/ixc/16/02Videoj | |
| dc.identifier.uri | https://hdl.handle.net/20.500.12585/14526 | |
| dc.language.iso | spa | |
| dc.publisher | index.comunicación Revista científica de comunicación aplicada | |
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| dc.rights.license | Atribución-NoComercial-SinDerivadas 4.0 Internacional (CC BY-NC-ND 4.0) | |
| dc.rights.uri | https://creativecommons.org/licenses/by-nc-nd/4.0/ | |
| dc.subject.ddc | 300 - Ciencias sociales::302 - Interacción social | |
| dc.subject.lem | Videojuegos | |
| dc.subject.lemb | Videojuegos -- Aspectos sociales | |
| dc.subject.lemb | Hábitos de consumo | |
| dc.subject.lemb | Jóvenes -- Recreación | |
| dc.subject.lemb | Comportamiento del consumidor | |
| dc.subject.lemb | Generaciones (Sociología) | |
| dc.subject.lemb | Salud mental | |
| dc.subject.lemb | Sueño -- Trastornos | |
| dc.subject.lemb | Tecnologías digitales | |
| dc.subject.ocde | 5. Ciencias Sociales | |
| dc.subject.proposal | videojuego | spa |
| dc.subject.proposal | américa latina | spa |
| dc.subject.proposal | motivaciones | spa |
| dc.subject.proposal | emociones | spa |
| dc.subject.proposal | salud | spa |
| dc.subject.proposal | percepciones | spa |
| dc.title | Videojugar en América Latina: exploración de prácticas de consumo, emociones, motivaciones y percepciones de impacto en la salud | spa |
| dc.title | Gaming in latin america: an exploration of consumption practices, emotions, motivations, and perceived health impacts | eng |
| dc.type | Artículo de revista | |
| dc.type.coar | http://purl.org/coar/resource_type/c_18cf | |
| dc.type.coarversion | http://purl.org/coar/version/c_970fb48d4fbd8a85 | |
| dc.type.content | Text | |
| dc.type.driver | info:eu-repo/semantics/article | |
| dc.type.redcol | http://purl.org/redcol/resource_type/ART | |
| dc.type.version | info:eu-repo/semantics/publishedVersion | |
| dspace.entity.type | Publication | |
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