Significado de los Gamers ante los videojuegos en tiempos de pandemia por Covid 19
Fecha
2022-03-03Registro en:
Forero-Herrera, L & Téllez-Aguilera, K. (2021). Significados de los Gamers ante los videojuegos en tiempos de pandemia por Covid 19. [Trabajo de pregrado, Universidad Santo Tomás Colombia]. Repositorio Institucional
reponame:Repositorio Institucional Universidad Santo Tomás
instname:Universidad Santo Tomás
Autor
Forero Herrera, Lisbeth Argelis
Téllez Aguilera, Karen Sofía
Institución
Resumen
This research seeks to understand the meanings of Gamers before video games in times of pandemic by COVID 19, in 6 adult men from the city of Bogotá. identities, with a hermeneutical epistemology, which identify and understand the narratives from the experiences of the gamers, in this way the meanings were understood in a careful and detailed way, as freely as possible using the semi-structured interview technique to reach the narratives provided by the 6 participants in different life cycles, the first age range is 18 to 24 years, the second range is 25 to 30 years and the third range is 31 to 36 years. Each interview was analyzed and categorized using a matrix, in order to understand the meaning of each participant.
During the development of the investigation, 4 categories were raised; video games and COVID 19, stress, social relationships and emotions, when conducting the interviews, emerging categories emerged that were born from the spaces where the life experience of each participant in relation to video games was recognized, these categories that emerged were eating habits, Life project, escape from reality, distraction, fear of job loss, competition, anxiety, negative aspects of the pandemic, positive aspects of the pandemic, mental exhaustion, organization and priority. The results obtained from the present degree work, having the theoretical contrast to respond to the objectives, it is concluded that the meanings of the gamers who participated in this research from a global perspective of the current situation caused by the COVID 19 virus, is why It is concluded that video games have allowed to be an escape or a means of distraction to cope with the pandemic, being part of the daily life of the participants, as well as the emotions that are provided in this interaction with the video game.