Information resource of videogame players
DOI:
https://doi.org/10.36311/1981-1640.2019.v13n1.04.p21Keywords:
Information behavior, Informational resource, Videogames, Information literacyAbstract
The present study aimed to empirically investigate the extent of the use of informational resources associated with the quantity and quality of undergraduate information in the context of video games. Therefore, the theoretical framework based on the understanding of videogames, information literacy and information competence is developed. Methodologically the research has a quantitative approach, as far as the means of investigation was given through field research using questionnaire for data collection. In the analysis and interpretation of the data, several statistical methods were used. The place of realization of the research was the Department of Administrative Sciences of UFPE. The population was composed of 1077 enrolled in the Administration course in the second semester of 2016. The sample was non-probabilistic, for convenience and stratified, having participated 347 subjects, of these, it was considered for the analyzes 194 that declared to play at least one type of videogame. The survey results revealed that engagement in videogames denotes the rule with more than half of the sample claiming to play. As for the sources and channels of information, the element that prevails is that of direct social interaction, for sources predominating the opinion of friends and colleagues, and the observation of others, already for the channels predominating the face-to-face conversations.
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