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

Datos Bibliográficos

ID12928293
AutoresDaniel Aranda (0000-0001-9290-0708, Universitat Oberta de Catalunya, autor de correspondencia), Jórdi Sánchez-Navarro (0000-0002-0311-1385, Universitat Oberta de Catalunya), Juan-Francisco Martínez-Cerdá (0000-0002-6711-4956, Universitat Oberta de Catalunya), Julio Meneses (0000-0003-4959-456X, Universitat Oberta de Catalunya)
Año2018
Volumen10
Número2
Páginas247-264
Fecha de publicación2018-10-01
Peer ReviewedSí
Open AccessNo
TipoARTICLE
RevistaCatalan Journal of Communication & Cultural Studies (JOURNAL)
Identificadores de la revistaISSN: 1757-1898 • E-ISSN: 1757-1901
EditorialIntellect (PUBLISHER • GB)
DOI10.1386/cjcs.10.2.247_1
OpenAlexW2898797828
IdiomaEN
Citas recibidas2
Referencias citadas14

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 e-commerce 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 regard 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

Entertainment · Multivariate statistics · Perception · Political science · Population · Risk perception · Sample (material · Set (abstract data type · Sociology · Computer Science · Demography · Digital Games and Media · Impact of Technology on Adolescents · Psychology · Social Media and Politics

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Obras citantes distintas2
Citas por año0,4
Intervalo de citas2021 - 2025 (5)
Velocidad de citaciónrecent
Altamente citadoNo
Tipos de citaNeutras: 2
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