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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. (2023). Playing and socializing — Adults’ perceptions of the FIFA digital game. Informatics. 10 (1)
Exportar Referência (IEEE)
A. M. Pinheiro et al.,  "Playing and socializing — Adults’ perceptions of the FIFA digital game", in Informatics, vol. 10, no. 1, 2023
Exportar BibTeX
@article{pinheiro2023_1715141938612,
	author = "Pinheiro, A. and Oliveira, A. and Alturas, B.",
	title = "Playing and socializing — Adults’ perceptions of the FIFA digital game",
	journal = "Informatics",
	year = "2023",
	volume = "10",
	number = "1",
	doi = "10.3390/informatics10010002",
	url = "https://www.mdpi.com/2227-9709/10/1/2"
}
Exportar RIS
TY  - JOUR
TI  - Playing and socializing — Adults’ perceptions of the FIFA digital game
T2  - Informatics
VL  - 10
IS  - 1
AU  - Pinheiro, A.
AU  - Oliveira, A.
AU  - Alturas, B.
PY  - 2023
SN  - 2227-9709
DO  - 10.3390/informatics10010002
UR  - https://www.mdpi.com/2227-9709/10/1/2
AB  - Gamers’ perceptions of using competitive digital games, especially concerning anxiety and
socialization, have raised doubts about the benefits of playing such games. Since different studies
highlight different results, this research aims to explore these differences by analyzing the perceptions
of adults involved in playing a competitive digital game, in this case, FIFA, considering data that
were collected during the COVID-19 pandemic period. The main question is ‘How do adults perceive
anxiety, stress, and socialization when playing the FIFA digital game?’. The research comprises
two studies involving volunteer participants: In the first part, which adopts a qualitative approach,
the participants’ perceptions of what they think and feel when playing FIFA were analyzed and
interpreted using text mining analysis. In the second, a quantitative study, FIFA users’ perceptions of
the gaming experience were statistically analyzed. The results show that adult users tend to refer
to positive perceived stress and socialization. The fact that participants identified manipulations
and interference in the game and no longer allowed its use to influence their mood reveals that
perceptions of attacks of rage were considered possible reactions to the use of the game, interpreted
from the interface, and leading to the creation of knowledge.
ER  -