Características sociológicas de videojugadores online y el e-sport. El caso de Call of duty.
DOI:
https://doi.org/10.7179/PSRI_2012.19.07Keywords:
Videojuegos online, e-sport, autoformación, comunidades online, call of duty, sociedad del conocimiento, e-research, perfil sociológico,Abstract
La proliferación de videojuegos de la modalidad multijugador online ha generado comunidades de videojugadores de cada uno de los videojuegos, entre los que se comparten las experiencias de juego, se solicita ayuda para la instalación del mismo y para la solución de problemas técnicos que se presenten o para invitar a partidas entre equipos y mantenerse informados de las noticias importantes en el ámbito. Las cifras en ventas y demandas de esta alternativa de ocio (54% entre otras opciones) nos reta a un acercamiento a las comunidades de juego para conocer el perfil sociológico de los que hacen vida y conforman dichas comunidades virtuales como fenómeno social propio de la sociedad del conocimiento. El objetivo planteado fue conocer las características sociológicas de los videojugadores (género, edad, procedencia y ocupación) de videojuegos online y sus hábitos de juego (tiempo de juego a la semana, pertenencia a clanes de juego, participación en ligas y torneos). Se implementó un estudio exploratorio de campo no experimental mediante investigación por encuesta online (e-research). La muestra estuvo constituida por 368 videojugadores online de las comunidades de juego de Call of duty. Los resultados se analizaron por frecuencias simples y combinadas a través del programa estadístico SPSS 15.0. El perfil general de los que participaron en la investigación se puede resumir como sigue: son hombres, estudiantes, menores de 21 años, procedentes de España, que juegan menos de 11 horas a la semana, pertenecen a clanes y participan en ligas y torneos. Destaca la connotación deportiva que se le da a la práctica del juego mediante la pertenencia a clanes y la participación en ligas y torneos. Finalmente se propone focalizar la atención investigativa en estas comunidades virtuales como posibles ámbitos de formación no formal autogestionadas. Desde la perspectiva de la pedagogía social esto se erige como otro campo de acción.
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The proliferation of online multiplayer videogames has produced video game player communities around each one of them. Their members share game experiences, ask for help for installation as well as for the solution of technical problems or invitation to game parties and be informed about main game activities. The high number of sales and demands for this recreation alternative (54% among other options) challenges us to approach these game communities in order to know the sociological profile of their members as a component of our knowledge society. Our objective was to know the sociological characteristics of video game players (gender, age, background and occupation) as well as their player habits (weekly time dedicated to play, membership to game clans, teams and competition participation). A non experimental exploratory field ---e-research-- was designed. 368 video game players of the Call of Duty game constituted our sample. The outcomes were analyzed by SPSS 15.0 simple and combined frequencies. The participant general profile can be briefly described as men, students, less than 21 years of age, Spaniards, who play less than 11hours a week, belonging to clans and participants of teams and competitions. The sport connotation given to the game practice is to be underlined due to their sense of responsibility toward their clans engagement and dedication. Finally, we propose to focus research attention on these virtual communities as selective manner areas of self-organized non-formal training. From the perspective of social pedagogy that is emerging as another action field.
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