22Tolentino S. y Caraballo S. Simulación numérica del ujo de aire.UNIVERSIDAD, CIENCIA y TECNOLOGÍA Vol. 21, Nº 82 Marzo 2017 (pp. 4-15)ISSN 2542-34012222Juan Segura1, Franyelit Suàrez2, Juan Casierra2 .Salomón et al., Productividad del proceso minero, mas allá de la producciónToapanta et al., Technologies and Videogames: Inuences on SocietyATHENEA JOURNAL IN ENGINEERING SCIENCES Vol. 3, Nº 8 June 2022 (pp. 2231)ISSN 27376419Technologies and Videogames: Inuences on societyRecibido (11/03/22), Aceptado (09/04/22) Abstract: In the following paper we present the result of an exhaustive review on how contemporary video games inuence multiple social aspects such as health, psychology, family, entertainment, economics and international conicts. It also addresses the trends for the near future on the use and inuence of video games in society, their consequences and trends. Multiple scientic articles and websites specialised in the video game industry were reviewed, from which information has been obtained on how they contribute to society. The video game industry quickly incorporates solutions to many social problems directly and indirectly, and their incorporation into society will soon become a prevailing need. Keywords: Video Games, Technologies, Inuence, SocietyTecnologías y Videojuegos: Inuencias en la sociedad Resumen: En el siguiente trabajo presentamos el resultado de una revisión exhaustiva sobre la manera en que los videjuegos contemporáneos inuyen en múltiples aspectos sociales como la salud, sicología, familia, entretenimiento, economía y conictos internacionales. Se aborda además las tendencias a un futuro próximo sobre el uso y la inuencia de los videojuegos en la sociedad, sus consecuencias y tendencias. Se revisaron múltiples artículos cientícos y sitios web especializados en la industria de los videojuegos, a partir de los cuales se ha obtenido información sobre la manera en que estos aportan a la sociedad. La industria de los videojuegos incorpora a gran velocidad soluciones a muchos problemas sociales de manera directa e indirecta y su incorporación en la sociedad muy pronto se tornará una necesidad imperante. Palabras Clave: Videojuegos, Tecnologías, Inuence, Sociedad.Toapanta Carloshttp://orcid.org/0000-0001-6156-5222 cartoap@gmail.com Universidad de la Rioja, Máster universitario en Sistemas Integrados de GestiónRioja-EspañaMuñoz Ángelahttp://orcid.org/0000-0001-6809-104X angelamc895@gmail.com Universidad de la Rioja, Máster universitario en Sistemas Integrados de GestiónRioja-EspañaAna Arauz http://orcid.org/0000-0002-8845-524X anamnc.ae@gmail.com Universidad de la Rioja, Máster universitario en Sistemas Integrados de GestiónRioja-EspañaNaranjo Silvia http://orcid.org/0000-0003-4559-4060 dranaranjosil@gmail.comInstituto Superior Tecnológico Bolivar, Contabilidad y AuditoríaAmbato-EcuadorCarranza Mirianhttp://orcid.org/0000-0001-5234-8533 miriannoemic@hotmail.com Universidad Técnica de Ambato, Facultad de Contabilidad y Auditoríahttps://doi.org/10.47460/athenea.v3i8.39
23Juan Segura1, Franyelit Suàrez2, Juan Casierra2 .Salomón et al., Productividad del proceso minero, mas allá de la producciónI.INTRODUCTION Video games, since their appearance, caught the attention of a society that, in principle considered them a leisu-re tool, while, at present, they are perceived by users, as an alternative to the improvement of emotional well-being as opposed to the classic point of view that games incite violence and antisocial behaviours. Multiple studies have been developed on topics related to the inuence of video games on society, some works defend the view that their use increases aggressive behaviour, increases emotional outbursts, and decreases inhi-bition [3].The points of view that have been raised around the components of violence in video games have been relative to the time, being, in the beginning, the game Missile Comand (1980) was catalogued as violent even though it represented bombs and missiles through dots and stripes respectively. PacMan was later considered violent as he ate those who persecuted them, while, at present, violence has a more realistic and three-dimensional approach with dismemberments and blood that conveys violent messages as an attractive element for video games.In addition, it is important to note that many people can be inuenced by their environment, falling into an addiction, in which young people invest a large part of their time to interact through virtual environments, whose behaviour does not correspond to their conventional way of interacting between people in their real environment.The industries dedicated to the production of video games develop events that aim to bring together high-level Gamers to compete in tournaments with international participation to promote their new developments and disse-minate them through platforms such as Twitch, YouTube Gaming, and Mixer [6].In the eld of entertainment, the most accepted video games by young people are Fortnite, GTA, and The Le-gend of Zelda, which generate an addiction in their users causing great concern in parents due to the considerable time their children invest in these games. The concern is that the player diverts his attention to these games by downplaying the importance of studies, adopting changes in behaviour and isolation by not conventionally sharing new experiences with the outside world. Experts state that the use of video games as a hobby potentiates cognitive and social skills, by the fact of fullling the sole purpose of winning and exceeding their expectations. The player is prone to conceive, through the video game, a world valued between good and bad in a way that rewards successes and punishes errors, and problems can arise when the user applies these assessments in real life.Despite the violent content with the use of weapons, malicious feelings, and their possible alterations in real life, experts explain that video games allow adolescents to reect on values and behaviours through their use and allow them to recognize the consequences of the actions they carry out virtually. These reections happen becau-se the social environment of video games allows users to exchange socio-cultural norms and values to generate perspectives of participation and apply their conclusions [11]. In contrast to the previous statement, they have de-veloped video games that induce the intention to steal and murder, as is the case of games of the Grand Theft Auto type, in which these actions are essential to winning the game by acquiring both skills and abilities.II.DEVELOPMENTDespite the existence of a great variety of social aspects that are inuenced by video games, the following areas have been considered and grouped in this study: family, psychology and health, education, culture, entertainment and leisure, politics and international conicts, economics, and nally as a service [12]. A.Inuence of video games on the family environment Social and family relationships are inuenced by the quality of their communication and ways of obtaining information from the environment. Video games are also a means of communication and require families to inter-vene, promoting a rational and critical consumption of video games, whose users are mostly young. According to, the bond between parents and children was greater when they played video games together and suggests that the relationship is strengthened to a greater extent if the act of playing represents a shared interest of both. He also warns that playing as a family regularly can have a positive impact on strengthening intra-family relationships. The considerable time that a family compares a video game contributes positively to their commu-nication. A family member may not like a specic conversation, however, common interest in a video game can facilitate family interaction [17]. Families with poor family communication benet much more from shared play than those with high family communication. Additionally, the use of kinetic controllers in addition to beneting health, promotes a time shared Toapanta et al., Technologies and Videogames: Inuences on SocietyATHENEA JOURNAL IN ENGINEERING SCIENCES Vol. 3, Nº 8 June 2022 (pp. 2231)ISSN 27376419
24Tolentino S. y Caraballo S. Simulación numérica del ujo de aire.UNIVERSIDAD, CIENCIA y TECNOLOGÍA Vol. 21, Nº 82 Marzo 2017 (pp. 4-15)ISSN 2542-34012424Juan Segura1, Franyelit Suàrez2, Juan Casierra2 .Salomón et al., Productividad del proceso minero, mas allá de la producciónwith the family promoting physical activity.As for the mood of people, the use of Wii-type games generates a lower sense of loneliness for the elderly and concerning those who only watch television. Gambling addiction has as its origin in many cases, poor quality in the family relationship. For example, female gamblers begin their taste for gambling by trying to escape childhood disorders as if the game were anaesthesia or hypnotic effect.Dysfunctional households that present a family problem between members increase the probability of exposure in young members to dysfunctional situations in a virtual context, such as the use of violent video games. Inclusive video games have been implemented, which help children with neuromotor disabilities, and incorpo-rate them into society starting with their own family and interacting with it through video games [23]. Parenting styles and family rules within the home about video games are a signicant factor in reducing the negative effects due to video game use, especially with increased aggressiveness. B.Inuence of video games in the led of Psychology and Health Since the beginning of the video game boom, psychologists have expressed a controversy between whether video games are considered malicious or good for human behaviour from the point of view of their short- and long-term effects.Due to the considerable time invested by users to entertain themselves with video games of violent content, psychologists have conducted Stroop tests to evaluate the cognitive effects and lack of attention in such users. The results reected in these tests are positive effects on people who invest a short time in playing video games and who test all their senses to understand the gameplay of video games [27].In the use of online video games, frequency and duration are the most important parameters that inuence effects on users. Positive effects of online video games have been found in children, including decreased anxiety, obesity, autism, amblyopia, psychiatric disorders, improved intrinsic motivation, visual attention, visual-spatial ability, and physical activity.There is evidence that the use of video games combats sleep difculties and poor quality of life in adolescents, an effect observed during the COVID-19 pandemic, anxiety has been reduced and with it its inuence on the effects of sleep disorders and insomnia. According to, if the user remains playing video games for a reasonable time, possible benets can be maximi-zed and be safe (that is, not to induce behavioural and emotional lack of control). However, this topic needs to be studied further, also considering the variables related to psychopathological dysfunctions.The high state of anxiety of young people due to the disorder and load of daily activities can affect their overall performance. Experts afrm that today, video games are an effective therapy to reduce anxiety and conicting behaviours in the socialization of young people. This is the case of the new genre of video games: "serious games" or games for therapeutic purposes, whose purpose is to create gamer entertainment content, which can rehabilitate the various disorders of young people [31].Most video games produce greater interest to users of the male gender, this has caused the female gender not to feel identied or comfortable with the use of many video games. Currently, the video game industry generates developments that improve the inclusion of both genders, promoting gender equality and expanding its target mar-ket. The "My Game My Name" movement invites users to use nicknames according to their preferences without the fear of being judged. According to what is stated in, it is proposed that playing video games increases the satisfaction of improving the living conditions and mental well-being of the player positively, allowing him to improve his mood, minimize his emotional disorders, promote relaxation and reduce daily stress.Medical research highlights that video games can be used in the eld of health as a type of analgesic therapy that can be provided to young people and children before surgical interventions to reduce states of stress and anxie-ty, keeping them focused on the gameplay of video games. Doctors say that the cognitive distraction provided by video games causes pediatric cancer patients to suffer less from the pains of chemotherapies.According to, video games bring benets in improving the multitasking approach and working memory. While, as risks, it is possible to incur a lower educational and professional level, problems of interrelating with peers, and reduction of social skills. The therapeutic effects of video games include treatments on some identied risks such as difculty making new friends in real life, stress and maladaptive coping, lower social well-being and feelings Toapanta et al., Technologies and Videogames: Inuences on SocietyATHENEA JOURNAL IN ENGINEERING SCIENCES Vol. 3, Nº 8 June 2022 (pp. 2231)ISSN 27376419
25Juan Segura1, Franyelit Suàrez2, Juan Casierra2 .Salomón et al., Productividad del proceso minero, mas allá de la producciónof loneliness, psychosomatic problems, and decreased academic performance [38].Motor coordination, attention, memory, and problem-solving are additional benets that provide the proper use of video games, also allowing to generate skills such as visual and auditory skills in players.Video games are useful in the eld of physical rehabilitation therapy, however, their usability is limited for some groups, such as the elderly or patients with Parkinson's diseases. Cases of patients with Parkinson's have been studied.The video game industry has also developed its products so that people with physical disabilities, limited mo-bility, and communication problems can use video games and therefore benet from their contributions to health.C.Inuence of video games on entertainment and leisureFor the creators of the rst video games, these were not developed for use in entertainment but rather as a means of knowing if a computer could solve problems with a series of algorithms, after which the video game industry once consolidated evolved in its technology, tools and applications; it gradually increased its market towards con-sumers from other age groups, becoming one of the most protable. Today video games are one step away from becoming the largest of the cultural and entertainment industries, ahead of books, cinema, or music. Video games of a violent nature and the use of weapons, according to [45], have even contradictorily become a way to turn the mechanics of panic and terror into fun and entertainment. What in the past represented a mere form of distraction, has now been transformed into an immersive experien-ce that allows the video game player to experience the same type of sensory perceptions, feelings, and emotions already experienced in other entertainment media, such as literature, music, theatre or movies; with the advantages of offering an appreciable improvement in the personal experience of the user, since it offers the possibility of concentrating on the narrative from a directive and active interaction.In the current COVID-19 pandemic, it drew attention as the World Health Organization recommended the use of video games in periods of connement, strictly for the aspect of understanding, and avoid addiction to it, it was amended that these are used for times less than 4 hours per week. According to [48] Everyday video games are located within the fundamental aspects of culture since people from all over the world migrate to digital spaces for social purposes and entertainment. According to, young men between the ages of 21 and 30 have decreased working hours by 12% in the last 15 years to devote to leisure with video games and other activities, which represents a drop of 3.4 hours a week. Over the past few years, technological development has led to changes in several areas, including playfulness. However, little attention has been paid to its role as pure entertainment. Leisure according to, is important as it refreshes the mind, maintains long-term health and provides peace of mind. Therefore, it is helpful to use a video game that meets the needs of leisure with the use of interactive and computer content that stimulates the emotions of its users.In the 1980s, children and adolescents were the main consumers of video games with arcade games, later in 2009, the market diversied for more mature audiences being the average age of 35 players leading to its consump-tion of the Call of Duty saga whose content was adjusted to the adult audience [52]. Regarding the inuence of video games in cinema, at rst, these were derived from some popular movies, television programs or books, examples of these are Star Wars, Harry Potter and South Park. The 1980s produced television shows such as "The Super Mario Bros, Super Show" and later "Pokemon", whose intention was to pro-mote the video games of the time. Series such as Tomb Raider had as their origin the video game and games such as Final Fantasy, Assassin's Creed, Resident Evil and other video games have been brought to the big screen, which shows the great inuence of video games in entertainment.Video game lms such as Super Mario Bros (1993), Silent Hill (2006) and Sonic the Hedgehog (2020) have been proposed and have been created as adaptations of previous video games. While Jumanji: Welcome to the Jungle (2017) and Wreck-It Ralph (2012), are lms that start from adaptations of various genres of video games and their stories and plot become widely familiar to players. Sports video games provide a connotation as a spectacle in which players have a certain degree of belonging by being part of clans with their participation in leagues and tournaments.D.Video games in politics and international conicts.They have adapted to video games [57] as a medium that uses linguistic, iconographic, and thematic codes of Toapanta et al., Technologies and Videogames: Inuences on SocietyATHENEA JOURNAL IN ENGINEERING SCIENCES Vol. 3, Nº 8 June 2022 (pp. 2231)ISSN 27376419
26Tolentino S. y Caraballo S. Simulación numérica del ujo de aire.UNIVERSIDAD, CIENCIA y TECNOLOGÍA Vol. 21, Nº 82 Marzo 2017 (pp. 4-15)ISSN 2542-34012626Juan Segura1, Franyelit Suàrez2, Juan Casierra2 .Salomón et al., Productividad del proceso minero, mas allá de la produccióncontemporary culture to transmit their information to the public and are particularly attractive when considering their ability to simulate real war conicts or ctitious conicts that allow exposing some of the most important pro-cesses or situations of international politics, transmitting information about what war is like and offering a space for the actors of these games to communicate with the audience, dissolving the line between real and simulated war, to generate dialogues, for example, new routes for peace activism. There are videogames with great success worldwide such as Animal Crossing: New Horizons, conducive to social vindication and political promotion, while in its beginnings it gave rise to the demands of demonstrators in Hong Kong against Beijing. In the recent electoral campaign of the United States, it served as a virtual space to look for followers whose objective was the young population. A congresswoman from New York generated her own video game as a virtual space for interaction with the user and whose objective was to increase its popularity in society. In the last presidential campaign in the United States, the players of Animal Crossing: New Horizons could support the candidacy through signs within the video game. As a video game, candidates have converted their images to holograms allowing them to be seen from multiple places in the world, including with the ability to interact with attendees in real-time also seeking to create mea-nings through non-narrative elements and transmit certain ideologies.America's foreign policy has changed its view of war, dening it as an activity that will never end against a diffuse and omnipresent (ubiquitous) enemy, thus generating new arguments for expanding the battleeld and having surveillance at the global level. An example of this case is the video game Call of Duty, a war game that aims to inuence the user thought about the need for war and legitimacy when a person assumes a role in different sides, materializing the vision of a military doctrine since the 2000s where it aims to generate a dominant force in the development of a conict [65]. In this last decade, war conicts have been the inspiration for a greater content of video games, because its plot emotionally traps its players and involves them developing their tactical skills and sense of survival. On certain military fronts worldwide, the use of video games has been used as a means of simulation to train soldiers in a virtual war environment in which they face the enemy, acquire skills and make tactical decisions to full missions. America's Army: Special Forces is a war simulator for military tactical training of members of the United States armed forces, who must perform missions in simulated environments as close to reality as possible. The purpose of this training program is to convey a positive image of the work of the military to revalue military practice among young people. Some video games reproduce wars and all kinds of violence based on facts of life reality, which allows the user to reect on the way of life and culture of modernity. The video game within the modern conict has not only ser-ved as a manifestation and representation of past events but also exposes decisive moments when making military decisions of a country. Games like Call of Duty and Sledgehammer, in addition to presenting the environment of the Second World War, provide an immersive experience that invites players to lead and form armies, control the economy or overthrow governments, and this close relationship between them causes the feeling of being learning. Call of Duty WWII has become a video game with more than 20 million users which has allowed them to expe-rience virtually a Second World War in which no genocide took place.E.Video games in the economyThe research carried out by [70] shows that the acquisition of video games triggers the purchase of an additio-nal series of products and indicates that it not only promotes new sales but also that these are capable of being in other industries of a technological, entertainment, and commercial nature for their application and increase their productivity, which represents an important contribution to the economy in general. Video games generate a great economic impact today due to their business strategy where it allows the user to interact with the game, such is the case of the E-sports company that transformed the stereotype of the traditional solo game and led it to generate several interactions with different players in a single game, thus achieving 453 million users who generated an income of more than 1000 million dollars for this company. Within an economic theme, the video game Sim City, a city simulator that allows the player to create and ma-nage the expansion of the territory, allows him to assume the responsibility of mayor, winning or losing the game depending on his decision making. One of the economic aspects with greater representativeness in video games is the consumerism of its users with the content of new trends. In this last decade, the video game industry has developed a volatile evolution with Toapanta et al., Technologies and Videogames: Inuences on SocietyATHENEA JOURNAL IN ENGINEERING SCIENCES Vol. 3, Nº 8 June 2022 (pp. 2231)ISSN 27376419
27Juan Segura1, Franyelit Suàrez2, Juan Casierra2 .Salomón et al., Productividad del proceso minero, mas allá de la producciónthe massive publication of extensive digital content, which adheres in society as a fashion trend that drives people to buy this content.The great success of video games has been reected within the Twitch platform where great "streamer" charac-ters such as AuronPlay, Rubius, and Ibai Llanos have managed to extend their popularity around the world through the gaming industry, but it is not until January 11, 2021, where The Greg a Spanish streamer manages to break the record for the highest number of views on this platform by presenting his new skin within the video game Fortnite, with 2,468,668 simultaneous viewers in the live stream [74].Both in the economy and real life, there must be an interaction between people, whether these families or com-panies, to make a certain decision. Video games are a mathematical tool to support business decision-making that answers the question of how to make strategic decisions in a situation of conict of interest.In general, gamers are considered professionals in the virtual world since their job is to play online, even they invest by buying special devices to enhance their plays. Making money by participating in online video games has become so popular that there are world tournaments, which distribute thousands and even millions of euros. Within the online video game industry, games to make money are called Play to Earn (P2E) and consist of buying or selling digital assets called tokens, i.e., the native currency. Unlike traditional games where you had to level up while adding points, here the currency does have real value. The goal is to redeem your reward in a virtual wallet, this is the work and like any task, you receive a remuneration.F.Video games as a serviceFrom the English "Gaming as a service" (GaaS), the term video games as a service refer to the set of technolo-gical solutions or services available that seek to provide video games or access to video game content experiences through a continuous payment model, such as a monthly subscription, or annual, like the popular business model of technology platforms. Some of the biggest advantages of this new video game distribution model have to do with benets for both developer companies and consumers. This model is a very effective solution against piracy since the content of the video game is stored on a secure server in the cloud, which is provided through secure online protocols. In addition, the business model of a GaaS platform provides a lot of exibility in terms of payments for the consumer, being the most popular in its branch, giving access to video games or their content despite not needing a specialized console, but through mobile devices, or smart TVs. The difference between a console and a mobile device is to replace the powerful hardware of the terminal (or console) to run the video games, with a high-speed Internet connection that supports the transfer of upload and download data simultaneously.GaaS solutions can be classied into two large subsets: local rendering (LR-GaaS) or remote rendering (RR-GaaS) solutions. As for LR-GaaS solutions, any video game subscription service can be considered as a specic subscription to a massively multiplayer online game, as is the case of World of Warcraft, or a subscription service to video game libraries such as EA Play or Xbox Game Pass. These options allow access to the content through that subscription, but the video game as such runs on the computer where the content is downloaded, whether it is a console or a computer. In RR-GaaS solutions, the content of the video game runs remotely on cloud servers, and the video output of the video game, as well as the player's input controls, are transferred over the Internet to each other, and in this way, the terminal can be a low-end computer, a mobile device, or a smart TV. In this case, the quality of local rendering and game latency are sacriced, for the exibility of accessing the content from anywhere through the Internet, some of the services that currently offer this modality are PlayStation Now, Google Stadia, or the recently presented Amazon Luna.G.Future expectations in Video Games and their inuences on society.According to, the video game industry today is the largest and most successful in the world, as its sales, diffu-sion, and users do not stop growing over the years. Current trends and developments such as serious games, cloud gaming, videogame on demand, prospects for online downloads in video games, the online pass, will give impetus to video games in the future. The game of the future will be characterized by having a very social character, being unusual to play alone. The three-dimensional developments will gain strength and will stop using conventional controls, to give way to video games that allow the total immersion of the player in other worlds as it happens in lms such as Avatar or Matrix. Video game users consider that virtual reality will have many applications even Toapanta et al., Technologies and Videogames: Inuences on SocietyATHENEA JOURNAL IN ENGINEERING SCIENCES Vol. 3, Nº 8 June 2022 (pp. 2231)ISSN 27376419
28Tolentino S. y Caraballo S. Simulación numérica del ujo de aire.UNIVERSIDAD, CIENCIA y TECNOLOGÍA Vol. 21, Nº 82 Marzo 2017 (pp. 4-15)ISSN 2542-34012828Juan Segura1, Franyelit Suàrez2, Juan Casierra2 .Salomón et al., Productividad del proceso minero, mas allá de la producciónbeyond those of a game. In medicine, a kind of video game will simulate surgical operations before performing them with the real patient. Players with an average of 35 years believe that there are many expectations regarding the use of virtual reality, foresee that video games of this type will be used at all levels of education. According to research conducted by, there will be a new interactive way of playing, an improved version of virtual reality games in which, the player has more control over the movement of the video game character. It is expected that virtual and interactive game rooms will be built in the future. Through the perspective about the future of learning for users, it has been proposed that personalization, co-llaboration, and informalization (informal learning) will be the core of learning in the future through education technologies with the use of video games. Video games and everything related to communication technologies will be part of daily life in the population around the world; for this reason considers that systematic studies should be carried out to determine the long-term effects of this exposure In, it is considered that social media will inuence the evolution and future of video games much more than other aspects within the industry. It also indicates that the most inuential trends are online and shared games, while smartphones are revolutionizing the market, with Apple and Google vying for the biggest prots.The prospects of video games are enriching from the point of view that video games will help to improve the quality of life of users in general, especially in children and the elderly; that is, a benet of constant learning in branches of science and technology for young people, as for adults, a benet to the management of new technolo-gies causing adaptation with the future. Faced with new development challenges and technological inclusions, state that younger generations will take advantage of video games to become familiar with communication technologies. Therefore, video games will re-present a powerful medium for digital literacy for children, young people, and adults.III. METHODOLOGYFrom the review carried out both in scientic articles and web pages specialised in video games and mass me-dia, constant technological development is evidenced, with a growing target market in the video game industry. Due to the pandemic, society had to opt for video games to mitigate the effects of the connement at the beginning of 2020, when the pandemic was lying in its stage of proliferation worldwide. Organisations and countries have encouraged the use of video games to avoid psychological affectations due to the connement produced by the quarantine.Much of the reference documentation has advantages of video games on the psychological aspect and how this activity can supplant the usual action, especially in youth, who is one of the most affected by quarantine and the cessation of their usual social activities.The educational eld has been strongly beneted since multiple video games were incorporated into the acade-mic curriculum at all educational levels. There have been developments that explain contributions in the improvement of family communication, im-provement of the quality of life, strengthening of digital literacy, and dissemination of new technologies, while in the disadvantages is the problem of addiction, distracting effects of daily obligations, and aggressive attitudes.The scope of video games has even expanded to other forms of culture such as cinema, which has gone on to create scripts based on video games. The sculpture has also beneted in the visualization that virtual reality takes through the form of video games that allow better interaction and experience for the visitor. New experiences such as multiple games in which users become spectators of the video game environment as a spectacle. In addition to this, the political sphere has found with video games an effective means of communication to attract and transmit its political precepts and campaign proposals.The video game has taken the form of service for the user, who, to have access to multiple games, pays a subs-cription without necessarily having to acquire specic video game platforms and with the possibility of using it on Toapanta et al., Technologies and Videogames: Inuences on SocietyATHENEA JOURNAL IN ENGINEERING SCIENCES Vol. 3, Nº 8 June 2022 (pp. 2231)ISSN 27376419
29Juan Segura1, Franyelit Suàrez2, Juan Casierra2 .Salomón et al., Productividad del proceso minero, mas allá de la producciónsmartphones, tablets, and computers.As for the future, there are current trends in the dissemination of video games that are expected to grow and have had an excellent impact on users, you want to have been expanding their range of inuence in older players.IV.RESULTS From the review carried out both in scientic articles and web pages specialized in video games and mass me-dia, constant technological development is evidenced and with a growing target market in the video game industry. Due to the pandemic, society had to opt for the use of video games to mitigate the effects of the connement at the beginning of 2020, when the pandemic was lying in its stage of proliferation worldwide. Organizations and coun-tries have encouraged the use of video games to avoid psychological affectations due to the connement produced by the quarantine.Much of the reference documentation has advantages of video games on the psychological aspect and how this activity can supplant the usual activity, especially in youth, who is one of the most affected by quarantine and the cessation of their usual social activities.There have been developments that explain contributions in the improvement of family communication, im-provement of the quality of life, strengthening of digital literacy, and dissemination of new technologies, while in the disadvantages is the problem of addiction, distracting effects of daily obligations, and aggressive attitudes.New experiences such as multiple games in which users become spectators of the video game environment as a spectacle. In addition to this, the political sphere has found with video games an effective means of communication to attract and transmit its political precepts and campaign proposals.The video game has taken the form of service for the user, who, to have access to multiple games, pays a subs-cription without necessarily having to acquire specic video game platforms and with the possibility of using it on smartphones, tablets, and computers.As for the future, there are current trends in the dissemination of video games that are expected to grow and have had an excellent impact on users, you want to have been expanding their range of inuence in older players.V.CONCLUSIONSExcessive consumption generates different effects such as anxiety, depression, obsessive behaviors, loneliness and even a decrease in emotional intelligence, in addition to a lower expression of emotions.Video games are useful for people with mental and physical problems. Without going any further, they have a positive impact on users with reduced mobility in the arms or with difculties in personal relationships, as is the case, for example, with autistic people.Las desventajas de los juegos violentos son evidentes. Algunos videojuegos de contenidos agresivos contribu-yen a la existencia de agresiones físicas y a la radicalización de ideologías en el mundo real. Estos efectos pueden ser de corto o largo plazo según la edad y las habilidades sociales de cada persona.REFERENCES [1]A. Dorantes, “Playing violent videogames does not inuence trafc aggression in young adults”, Revista de Psicología y Ciencias del Comportamiento de la Unidad Académica de Ciencias Jurídicas y Sociales, vol. 8, no. 2, 2017.[2]M.J. Establés, M. Guerrero-Pico, R.S. Contreras-Espinosa, “Gamers, writers and social media inuencers: pro-fessionalisation processes among teenagers”, Revista Latina de Comunicación Social, vol. 74, 2019.[3] J. Plass, B. Homer, C. Kinzer, “Foundations of Game-Based Learning”, Educational psychologist, vol. 50, no. 4, 2015.[4]M. Hernández Prados, P. López Vicent, S. Sánchez, “La comunicación en la familia a través de las TIC. Percep-ción de los adolescentes”, Revista Plus, vol. 37, 2014. [5]R. Nossa, M. Porro, O. Picciolini, M. Malosio, S. Pittaccio, M. Valoriani, V. Asperti, F. Clasadonte, L. Oliveto, M. Mondellini, S. Pizzagalli, M. Lavit Nicora, J. Romanò, F. Lazzari, L. Garavaglia, A. Scano, F. Fedeli, E. Diella, S. Meloni, E. Bif, “Lo que los niños con discapacidades neuromotoras necesitan para jugar con juegos tecnoló-gicos”, Apply Sciences, vol. 11, 2021.[6]Y. Ramírez-Benitez, M. Díaz Bringas, “Stroop effect and its limitations in practice executive neuropsychologi-Toapanta et al., Technologies and Videogames: Inuences on SocietyATHENEA JOURNAL IN ENGINEERING SCIENCES Vol. 3, Nº 8 June 2022 (pp. 2231)ISSN 27376419
30Tolentino S. y Caraballo S. Simulación numérica del ujo de aire.UNIVERSIDAD, CIENCIA y TECNOLOGÍA Vol. 21, Nº 82 Marzo 2017 (pp. 4-15)ISSN 2542-34013030Juan Segura1, Franyelit Suàrez2, Juan Casierra2 .Salomón et al., Productividad del proceso minero, mas allá de la produccióncal child”, Cuadernos de neuropsicología, vol. 5, no. 2, 2011.[7]A. Ledo Rubio, M. de la Gándara Martín, I. García Alonso, R. Gordo Seco, “Video Game and Mental Health: From addiction to rehabilitation”, Cuadernos de medicina psicosomática y psiquiatría de enlace revista iberoame-ricana de psicosomática, vol. 117, 2015.[8]F. Gómez-Gonzalvo, J. Devís, P. Molina-Alventosa, “El tiempo de uso de los videojuegos en el rendimiento académico de los adolescentes”, Comunicar, vol. 65, 2020. [9]Navigames. El miedo y su misterioso encanto en los videojuegos de terror. [Online]. Available: https://www.navigames.es/articulos/el-miedo-y-su-misterioso-encanto-en-los-videojuegos-de-terror/ [10]Ehrlich, David., Hersko, Tyler. (2021). How the Future of Entertainment Will Be Forged Between Ho-llywood and Video Games. [Online]. Available: https://www.indiewire.com/2021/08/future-of-entertainment-ho-llywood-video-games-indiewire-25-1234659532/ [11]D. Hodgson, J. Mattone. (2019). Te damos la bienvenida a call of duty: modern warfare. [Online]. Available: https://www.callofduty.com/es/blog/page?id=Welcome-to-Call-of-Duty-Modern-Warfare&src=agb [12] M. Schulzke, “Military Videogames and the Future of Ideological Warfare”, The British Journal of Politics & International Relations, vol. 19, 2017.[13]M. Ortigosa, (2017). De viaje al pasado: Call of Duty y la Segunda Guerra Mundial. [Online]. Available: ht-tps://esports.as.com/call-of-duty/Call-Duty-Segunda-Guerra-Mundial-historia_0_1077792216.html [14]R. Crandall, G. Sidak, “Video Games: Serious Business for America's Economy”, 2007.[15]La informacion. (2021). Sueldos de los 'streamers' de Twitch: esto es lo que ganan Ibai y Auronplay. [Onli-ne]. Available: https://www.lainformacion.com/management/sueldos-streamers-twitch-ltracion-dinero-ibai-au-ronplay/2850596/ CURRICULUM SUMMARYCToapanta et al., Technologies and Videogames: Inuences on SocietyATHENEA JOURNAL IN ENGINEERING SCIENCES Vol. 3, Nº 8 June 2022 (pp. 2231)ISSN 27376419CarlosToapanta,MechanicalEngineerfromtheArmyPolytechnicSchool,experienceindesign,supervision,andqualityassuranceandcontrolinthemanufacturingandoilindustry.Master'sDegreeinIntegratedManagementSystemsforOccupationalRiskPrevention,Quality,theEnvironmentandCorporateSocialResponsibilityÁngelaMuñoz,ProcessEngineerattheUniversidadMarianaSanJuandePasto–Colombia.Master'sDegreeinIntegratedManagementSystemsforOccupationalRiskPrevention,Quality,theEnvironmentandCorporateSocialResponsibility
31Juan Segura1, Franyelit Suàrez2, Juan Casierra2 .Salomón et al., Productividad del proceso minero, mas allá de la producciónToapanta et al., Technologies and Videogames: Inuences on SocietyATHENEA JOURNAL IN ENGINEERING SCIENCES Vol. 3, Nº 8 June 2022 (pp. 2231)ISSN 27376419MirianCarranza,Master'sDegreeinFinancialManagementandAdvice,UniversidadInternacionaldelaRioja,Spain;PhDinAccountingandAuditing,UTA;ProfessorattheTechnicalUniversityofAmbato,FacultyofAccountingandAuditing;ProfessorPontificiaUniversidadCatólicadelEcuador,AmbatoHeadquarters,CareerinBusinessAdministrationandInternationalBusiness,Ambato-Ecuador;atthismomentstudyingtheExpertinVirtualUniversityTeaching,UniversityofLaRiojaSpainSilviaNaranjo,Master'sDegreeinFinancialManagementandAdvice,UniversidadInternacionaldelaRioja,Spain,PublicAccountantoftheTechnicalUniversityofAmbato,performancesofvice-rectorateattheInstitutoEspaña,professorattheInstitutoSuperiorTecnológicoBolívar,atthismomentstudyingtheExpertinVirtualUniversityTeaching,UniversityofLaRiojaSpainandcandidatefortheDoctorateinFinancialAccountingattheUniversityofTrujillo,experienceinhighereducationandbusinessadministration.AnaArauz,GeneralPractitionerfromtheInternationalUniversityofEcuadorandMasterinOccupationalHealthandSafetyattheSEKInternationalUniversity.