The impact of digital practices on the perception of risks and benefits of digital gaming

IF 0.8 Q3 COMMUNICATION
D. Aranda, Jórdi Sánchez-Navarro, Juan-Francisco Martínez-Cerdá, J. Meneses
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引用次数: 4

Abstract

This study introduces a new multivariate framework around a set of digital practices such as entertainment-oriented uses, information-oriented uses, social-connection uses, and ecommerce uses, and shows that these digital practices are, in fact, important predictors of the positive and negative perceptions of digital gaming. We developed two multiple regression models on a representative sample of the Spanish population. After controlling for socio-demographic factors (age, gender and level of education), our models reveal that gaming-related perceptions of benefits and risks are associated with people’s concrete personal experiences with digital games and, interestingly, to the greater or lesser development of their digital practices. We show that the perceptions of benefits with regards to video games are related to more developed digital practices. Conversely, the perceptions of risk are higher in the case of individuals who lack exposure and experiences regarding digital practices.
数字实践对数字游戏风险和收益感知的影响
该研究围绕一系列数字实践(游戏邦注:如娱乐导向的使用、信息导向的使用、社交联系的使用和电子商务的使用)引入了一个新的多元框架,并表明这些数字实践实际上是数字游戏正面和负面看法的重要预测因素。我们在西班牙人口的代表性样本上开发了两个多元回归模型。在控制了社会人口因素(年龄、性别和教育水平)后,我们的模型显示,与游戏相关的利益和风险感知与人们对数字游戏的具体个人体验有关,有趣的是,与他们的数字实践或多或少的发展有关。我们认为,电子游戏的好处与更发达的数字实践有关。相反,缺乏数字实践经验和经验的个人对风险的感知更高。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
1.20
自引率
20.00%
发文量
14
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