Esteban Crespo-Martinez, Salvador Bueno, M. Dolores Gallego
{"title":"Taxonomy of Studies on the Use of Video Games in Entrepreneurship Education: A Systematic Literature Review with a Textometric Analysis","authors":"Esteban Crespo-Martinez, Salvador Bueno, M. Dolores Gallego","doi":"10.1177/15554120241273392","DOIUrl":null,"url":null,"abstract":"In the last decades, serious games, as a category of video games, have become a valuable tool in learning, demonstrating that it is possible to learn while playing. This work aims to identify a taxonomy of research in this domain, exploring serious games’ interactive and immersive aspects with educational and practical situations, which make them a powerful tool for entrepreneurship learning. For this purpose, the PRISMA method was used to complete a systematic literature review. In this regard, 1458 research studies were initially identified, from which 171 were considered eligible for a quantitative synthesis and only 65 for a meta-analysis. Consequently, the textometric analysis was performed with the IRAMUTEQ software. The analysis allowed the location of six clusters, summarizing the characteristics of a serious game that engages and motivates players in entrepreneurial education.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":null,"pages":null},"PeriodicalIF":2.4000,"publicationDate":"2024-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Games and Culture","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1177/15554120241273392","RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0
Abstract
In the last decades, serious games, as a category of video games, have become a valuable tool in learning, demonstrating that it is possible to learn while playing. This work aims to identify a taxonomy of research in this domain, exploring serious games’ interactive and immersive aspects with educational and practical situations, which make them a powerful tool for entrepreneurship learning. For this purpose, the PRISMA method was used to complete a systematic literature review. In this regard, 1458 research studies were initially identified, from which 171 were considered eligible for a quantitative synthesis and only 65 for a meta-analysis. Consequently, the textometric analysis was performed with the IRAMUTEQ software. The analysis allowed the location of six clusters, summarizing the characteristics of a serious game that engages and motivates players in entrepreneurial education.
期刊介绍:
Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.