Exploración sobre la implementación de videojuegos e eSports entre las actividades de Bienestar Universitario de cuatro universidades colombianas.

The video game business, and its competitive Branch, known as eSports, e-Sports or electronic sports, has prospered consistently since the beginning of the 21st century, with the rise and expansion of the Internet. So, videogames played an important part in the growth and relationship with the world of today's university students in Colombia. Gamification theories stablish the basic elements of video games can be used for teaching, due to the number of skills developed in the players in a hidden way. These skills were of interest to academics and students from some Colombian universities. For this reason, they prepared projects, defended them against videogame´s preconceptions run them out to demonstrate interesting results. This article presents the results of interviews with four representatives of Student Services departments of Colombian universities, who decided to use videogames and eSports as part of their activities for teachers, students, and administrative staff; the motivations, problems, results, and perspectives of each project were investigated, to get the value of using videogames for more institutions in Colombia.

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Publication Details

Journal
Aletheia Revista de Desarrollo Humano Educativo y Social Contemporáneo
Published
2025-01-22
DOI
https://doi.org/10.11600/ale.v16i1.744
Primary Topic
Media and Digital Communication
Type
article
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article

Exploración sobre la implementación de videojuegos e eSports entre las actividades de Bienestar Universitario de cuatro universidades colombianas.

Camilo Estacio
Aletheia Revista de Desarrollo Humano Educativo y Social Contemporáneo
Media and Digital Communication
article

Exploración sobre la implementación de videojuegos e eSports entre las actividades de Bienestar Universitario de cuatro universidades colombianas.

Camilo Estacio
article en

Abstract

The video game business, and its competitive Branch, known as eSports, e-Sports or electronic sports, has prospered consistently since the beginning of the 21st century, with the rise and expansion of the Internet. So, videogames played an important part in the growth and relationship with the world of today's university students in Colombia. Gamification theories stablish the basic elements of video games can be used for teaching, due to the number of skills developed in the players in a hidden way. These skills were of interest to academics and students from some Colombian universities. For this reason, they prepared projects, defended them against videogame´s preconceptions run them out to demonstrate interesting results. This article presents the results of interviews with four representatives of Student Services departments of Colombian universities, who decided to use videogames and eSports as part of their activities for teachers, students, and administrative staff; the motivations, problems, results, and perspectives of each project were investigated, to get the value of using videogames for more institutions in Colombia.

Aletheia Revista de Desarrollo Humano Educativo y Social ContemporáneoVol. 16(1)
Openalex Percentile: Top 74%
Media and Digital Communication
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Exploración sobre la implementación de videojuegos e eSports entre las actividades de Bienestar Universitario de cuatro universidades colombianas. — Camilo Estacio · Aletheia Revista de Desarrollo Humano Educativo y Social Contemporáneo (2025) | TGRS Research Map | TGRS