Esteban Crespo-Martínez , Salvador Bueno , M. Dolores Gallego
{"title":"Uses and Gratifications approach to evaluate the continuance intention of ATIC: A serious video game to learn entrepreneurship","authors":"Esteban Crespo-Martínez , Salvador Bueno , M. Dolores Gallego","doi":"10.1016/j.ijme.2024.101125","DOIUrl":null,"url":null,"abstract":"<div><div>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.</div></div>","PeriodicalId":47191,"journal":{"name":"International Journal of Management Education","volume":"23 2","pages":"Article 101125"},"PeriodicalIF":6.0000,"publicationDate":"2024-12-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Management Education","FirstCategoryId":"91","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S1472811724001964","RegionNum":2,"RegionCategory":"管理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"BUSINESS","Score":null,"Total":0}
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.
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.