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The video game represents a great opportunity for the student community to refresh and diversify the activities and tasks inherent in teaching and learning, taking advantage of the immersive, interactive and multimedia features offered by videogames to improve the use of university students. The objective of this work is to identify and make known the characteristic elements that certain videogames must have so that they can be used in university work, since there are endless options in thedoi:10.35429/ejrs.2019.9.5.23.33 fatcat:lgffllcktfbc3lmn73thhbxfcm