Uses and Gratifications approach to evaluate the continuance intention of ATIC: A serious video game to learn entrepreneurship

IF 6 2区 管理学 Q1 BUSINESS
Esteban Crespo-Martínez , Salvador Bueno , M. Dolores Gallego
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引用次数: 0

Abstract

This study explores the use of serious games in education, specifically evaluating ATIC, a game designed to enhance entrepreneurship education. Using the Uses and Gratifications Theory, the research examines students' motivations and satisfaction across nine constructs: Enjoyment, Fantasy, Escapism, Security, Achievements, Self-recognition, Social Presence, Social Interaction, and Continuance Intention. A total of 666 students participated, with data collected through surveys, observations, and interviews. Results show that ATIC successfully engages students, offering both entertainment and valuable learning experiences, enhancing entrepreneurial knowledge, problem-solving, and critical thinking. The study offers insights for educators and developers on improving entrepreneurship education through games.
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来源期刊
CiteScore
10.30
自引率
25.00%
发文量
136
审稿时长
64 days
期刊介绍: The International Journal of Management Education provides a forum for scholarly reporting and discussion of developments in all aspects of teaching and learning in business and management. The Journal seeks reflective papers which bring together pedagogy and theories of management learning; descriptions of innovative teaching which include critical reflection on implementation and outcomes will also be considered.
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