Digital games adopted by adults—A documental approach through meta-analysis

Detalhes bibliográficos
Autor(a) principal: Pinheiro, A.
Data de Publicação: 2024
Outros Autores: Oliveira, A., Alturas, B., Cruz, M.
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10071/31323
Resumo: The gaming industry has seen a considerable expansion thanks to the ever-increasing and widespread consumption of digital games in different contexts of use and across all age groups. We are witnessing a commercial boom and awakening the attention of researchers from different scientific areas to address an interdisciplinary topic. Digital games consumption has inspired some studies investigating the use and adoption of these games and, in this context, we ask: “how has the use and adoption of digital games by adults been studied?”. We conducted a documental study with a meta-analysis approach to answer these questions, considering the most relevant research papers published in the last fifteen years, according to a set of inclusion criteria. The planned objectives consider identifying the main dimensions in the studies about the use and adoption of digital games by adults and the findings of this study delineate several dimensions as prospective latent variables for inclusion in future studies within acceptance models for digital games. Furthermore, our research illuminates the socialization dimension, particularly when amalgamated with other conceptual dimensions. This nuanced understanding underscores the intricate interplay between various factors influencing the acceptance and adoption of digital gaming technologies.
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spelling Digital games adopted by adults—A documental approach through meta-analysisDigital gamesTechnology acceptance modelsMeta-analysisBig dataGamingAdultsThe gaming industry has seen a considerable expansion thanks to the ever-increasing and widespread consumption of digital games in different contexts of use and across all age groups. We are witnessing a commercial boom and awakening the attention of researchers from different scientific areas to address an interdisciplinary topic. Digital games consumption has inspired some studies investigating the use and adoption of these games and, in this context, we ask: “how has the use and adoption of digital games by adults been studied?”. We conducted a documental study with a meta-analysis approach to answer these questions, considering the most relevant research papers published in the last fifteen years, according to a set of inclusion criteria. The planned objectives consider identifying the main dimensions in the studies about the use and adoption of digital games by adults and the findings of this study delineate several dimensions as prospective latent variables for inclusion in future studies within acceptance models for digital games. Furthermore, our research illuminates the socialization dimension, particularly when amalgamated with other conceptual dimensions. This nuanced understanding underscores the intricate interplay between various factors influencing the acceptance and adoption of digital gaming technologies.MDPI2024-03-12T10:23:17Z2024-01-01T00:00:00Z20242024-03-13T09:33:33Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10071/31323eng2078-248910.3390/info15030155Pinheiro, A.Oliveira, A.Alturas, B.Cruz, M.info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-03-17T01:17:11Zoai:repositorio.iscte-iul.pt:10071/31323Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T04:01:42.027771Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Digital games adopted by adults—A documental approach through meta-analysis
title Digital games adopted by adults—A documental approach through meta-analysis
spellingShingle Digital games adopted by adults—A documental approach through meta-analysis
Pinheiro, A.
Digital games
Technology acceptance models
Meta-analysis
Big data
Gaming
Adults
title_short Digital games adopted by adults—A documental approach through meta-analysis
title_full Digital games adopted by adults—A documental approach through meta-analysis
title_fullStr Digital games adopted by adults—A documental approach through meta-analysis
title_full_unstemmed Digital games adopted by adults—A documental approach through meta-analysis
title_sort Digital games adopted by adults—A documental approach through meta-analysis
author Pinheiro, A.
author_facet Pinheiro, A.
Oliveira, A.
Alturas, B.
Cruz, M.
author_role author
author2 Oliveira, A.
Alturas, B.
Cruz, M.
author2_role author
author
author
dc.contributor.author.fl_str_mv Pinheiro, A.
Oliveira, A.
Alturas, B.
Cruz, M.
dc.subject.por.fl_str_mv Digital games
Technology acceptance models
Meta-analysis
Big data
Gaming
Adults
topic Digital games
Technology acceptance models
Meta-analysis
Big data
Gaming
Adults
description The gaming industry has seen a considerable expansion thanks to the ever-increasing and widespread consumption of digital games in different contexts of use and across all age groups. We are witnessing a commercial boom and awakening the attention of researchers from different scientific areas to address an interdisciplinary topic. Digital games consumption has inspired some studies investigating the use and adoption of these games and, in this context, we ask: “how has the use and adoption of digital games by adults been studied?”. We conducted a documental study with a meta-analysis approach to answer these questions, considering the most relevant research papers published in the last fifteen years, according to a set of inclusion criteria. The planned objectives consider identifying the main dimensions in the studies about the use and adoption of digital games by adults and the findings of this study delineate several dimensions as prospective latent variables for inclusion in future studies within acceptance models for digital games. Furthermore, our research illuminates the socialization dimension, particularly when amalgamated with other conceptual dimensions. This nuanced understanding underscores the intricate interplay between various factors influencing the acceptance and adoption of digital gaming technologies.
publishDate 2024
dc.date.none.fl_str_mv 2024-03-12T10:23:17Z
2024-01-01T00:00:00Z
2024
2024-03-13T09:33:33Z
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dc.relation.none.fl_str_mv 2078-2489
10.3390/info15030155
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