Patrones de interacción que establecen los y las adolescentes de los 12 a los 16 años cuando juegan con videojuegos
Fecha
2013-02
Autores
González Sancho, Roy
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Editor
Universidad Nacional, Costa Rica
Resumen
La presente tesis llamada “patrones de interacción que establecen los y las adolescentes de los 12 a los 16 años cuando juegan con videojuegos” tuvo como objetivo principal comprender los patrones de interacción que establecían un grupo de adolescentes jugadores habituales de juegos de video de una sala del Cantón Central de Heredia. Se desarrolló un trabajo desde el psicoanálisis, con base en una metodología cualitativa, aplicando la hermenéutica profunda psicoanalítica y dos procesos de triangulación para validar los datos obtenidos. Las conclusiones derivadas del proceso de análisis se agruparon en tres categorías de análisis a saber: percepción de sí mismos y de otros como jugadores, el papel del videojuego en sus contextos, y los patrones de interacción. Se denotó la existencia de grupos formales e informales de jugadores habituales, el establecimiento ciertos requisitos para ser llamado un(a) “gamer”, fue posible conocer que el uso de los juegos de video sobreviene con las expansiones objetales y las reorganizaciones yoicas propias del desarrollo adolescente, al tiempo que los videojuegos que implican estrategias especializadas de juego potencian la cooperación cuando son jugados en grupo. Además, se logró constatar que el desarrollo de un personaje (en algunos casos) es de tal importancia que dicha elaboración representa al jugador en las dinámicas de juego. Por último, cabe restar que en los grupos formales la defensa del grupo en un encuentro pactado pone a prueba el sentido de pertenecía del jugador a su grupo, los símbolos y prestigio del mismo. Se emitieron recomendaciones a instancias académicas de la Universidad Nacional, a sectores profesionales, instituciones educativas y padres de familia.
The main objective of this thesis, entitled "Interaction Patterns Established by Adolescents Aged 12 to 16 When Playing Video Games," was to understand the interaction patterns established by a group of adolescent video game players in a gaming hall in the Central Canton of Heredia. The work was developed from a psychoanalytic perspective, based on a qualitative methodology, applying deep psychoanalytic hermeneutics and two triangulation processes to validate the data obtained. The conclusions derived from the analysis process were grouped into three categories: perception of themselves and others as players, the role of video games in their contexts, and interaction patterns. The existence of formal and informal groups of regular players was noted, as well as the establishment of certain requirements to be called a "gamer." It was possible to determine that the use of video games occurs with the object expansions and ego reorganizations characteristic of adolescent development, while video games that involve specialized gaming strategies enhance cooperation when played in groups. Furthermore, it was found that character development (in some cases) is so important that this development represents the player in the game dynamics. Finally, it should be noted that in formal groups, defending the group in a scheduled match tests the player's sense of belonging to their group, as well as its symbols and prestige. Recommendations were issued to academic bodies at the National University, professional sectors, educational institutions, and parents.
The main objective of this thesis, entitled "Interaction Patterns Established by Adolescents Aged 12 to 16 When Playing Video Games," was to understand the interaction patterns established by a group of adolescent video game players in a gaming hall in the Central Canton of Heredia. The work was developed from a psychoanalytic perspective, based on a qualitative methodology, applying deep psychoanalytic hermeneutics and two triangulation processes to validate the data obtained. The conclusions derived from the analysis process were grouped into three categories: perception of themselves and others as players, the role of video games in their contexts, and interaction patterns. The existence of formal and informal groups of regular players was noted, as well as the establishment of certain requirements to be called a "gamer." It was possible to determine that the use of video games occurs with the object expansions and ego reorganizations characteristic of adolescent development, while video games that involve specialized gaming strategies enhance cooperation when played in groups. Furthermore, it was found that character development (in some cases) is so important that this development represents the player in the game dynamics. Finally, it should be noted that in formal groups, defending the group in a scheduled match tests the player's sense of belonging to their group, as well as its symbols and prestige. Recommendations were issued to academic bodies at the National University, professional sectors, educational institutions, and parents.
Descripción
Licenciatura en Psicología
Palabras clave
COMPORTAMIENTO, ADOLESCENTES, JUEGOS CON COMPUTADOR, TECNOLOGÍA, INTERACCIÓN SOCIAL, BEHAVIOR, TEENAGERS, TECHNOLOGY, SOCIAL INTERACTION, COMPUTER GAME
