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A publicação pode ser exportada nos seguintes formatos: referência da APA (American Psychological Association), referência do IEEE (Institute of Electrical and Electronics Engineers), BibTeX e RIS.

Exportar Referência (APA)
Pinheiro, A., Oliveira, A., Alturas, B. & Cruz, M. (2024). Digital games adopted by adults—A documental approach through meta-analysis. Information. 15 (3)
Exportar Referência (IEEE)
A. M. Pinheiro et al.,  "Digital games adopted by adults—A documental approach through meta-analysis", in Information, vol. 15, no. 3, 2024
Exportar BibTeX
@article{pinheiro2024_1734954740417,
	author = "Pinheiro, A. and Oliveira, A. and Alturas, B. and Cruz, M.",
	title = "Digital games adopted by adults—A documental approach through meta-analysis",
	journal = "Information",
	year = "2024",
	volume = "15",
	number = "3",
	doi = "10.3390/info15030155",
	url = "https://www.mdpi.com/2078-2489/15/3/155"
}
Exportar RIS
TY  - JOUR
TI  - Digital games adopted by adults—A documental approach through meta-analysis
T2  - Information
VL  - 15
IS  - 3
AU  - Pinheiro, A.
AU  - Oliveira, A.
AU  - Alturas, B.
AU  - Cruz, M.
PY  - 2024
SN  - 2078-2489
DO  - 10.3390/info15030155
UR  - https://www.mdpi.com/2078-2489/15/3/155
AB  - 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. 
ER  -