Publicación:
Videogames, Youth, and Pandemic

dc.creatorRodríguez Reina, Juana Sofía
dc.date2022-03-15
dc.date.accessioned2024-07-08T14:32:41Z
dc.date.available2024-07-08T14:32:41Z
dc.descriptionVideogames have helped youth to cope with the negative effects of the pandemic. When weaddress negative effects of the pandemic, we are not only referring to Covid-19. We have facedterrible outcomes, and the one we are going to mention is mental health. Videogames helped friendsstay connected. Meanwhile, other youth played videogames as a way to distract themselves andescape the current health situation. No matter how you see videogames, they can be a good helpduring hard times.en-US
dc.formatapplication/pdf
dc.identifierhttps://revistas.uptc.edu.co/index.php/enletawa_journal/article/view/14121
dc.identifier10.19053/2011835X.14121
dc.identifier.urihttps://repositorio.uptc.edu.co/handle/001/16165
dc.languageeng
dc.language.isospa
dc.publisherUniversidad Pedagógica y Tecnológica de Colombiaen-US
dc.relationhttps://revistas.uptc.edu.co/index.php/enletawa_journal/article/view/14121/11517
dc.rightsCopyright (c) 2022 Enletawa Journalen-US
dc.rightshttps://creativecommons.org/licenses/by-nc-nd/4.0/en-US
dc.rights.accessrightsinfo:eu-repo/semantics/openAccess
dc.sourceEnletawa Journal; Vol. 14 No. 2 (2021): Enletawa Journal; 146en-US
dc.sourceEnletawa Journal; Vol. 14 Núm. 2 (2021): Enletawa Journal; 146es-ES
dc.source2463-1965
dc.source2011-835X
dc.titleVideogames, Youth, and Pandemicen-US
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion
dspace.entity.typePublication

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