Bibliographic citations
Inga, S., (2019). Motivación hacia la práctica de videojuegos online: Un estudio cualitativo en mujeres universitarias [Tesis, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/626398
Inga, S., Motivación hacia la práctica de videojuegos online: Un estudio cualitativo en mujeres universitarias [Tesis]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2019. http://hdl.handle.net/10757/626398
@misc{renati/369037,
title = "Motivación hacia la práctica de videojuegos online: Un estudio cualitativo en mujeres universitarias",
author = "Inga Pajares, Susana Evelyn",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2019"
}
The aim of this investigation is to explore the motivations of women towards the practice of online video games in Lima. The study used a qualitative descriptive methodology in which the semi-structured interview was chosen as a tool to obtain the information. A sample of 7 university students who play online games such as Defense of the Ancients 2 and League of Legends was chosen. The students' responses were grouped into two axes: intrinsic motivation and extrinsic motivation. There is also a third axis: the environment, since it influences the experience that the participants have had to play video games. The motivations of the girls are maintained throughout their life that goes, mostly, from childhood or first contact with a video game. Intrinsic motivation is presented to a greater extent than extrinsic motivation because they are attracted to video games because of the satisfaction they feel when playing alone or with their peers, because of the design and novelties of the videogame and the sense of competence to practice it. Within their experience, they also found a discriminating and / or harassing environment that invalidates their participation in video games.
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