关于在创业教育中使用电子游戏的研究分类法:系统文献综述与文本计量分析

IF 2.4 2区 文学 Q1 COMMUNICATION Games and Culture Pub Date : 2024-08-16 DOI:10.1177/15554120241273392
Esteban Crespo-Martinez, Salvador Bueno, M. Dolores Gallego
{"title":"关于在创业教育中使用电子游戏的研究分类法:系统文献综述与文本计量分析","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":"143 1","pages":""},"PeriodicalIF":2.4000,"publicationDate":"2024-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"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\":\"143 1\",\"pages\":\"\"},\"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}","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

摘要

在过去的几十年里,严肃游戏作为视频游戏的一个类别,已经成为一种宝贵的学习工具,证明了边玩边学是可能的。这项工作旨在确定该领域的研究分类,探索严肃游戏与教育和实际情况的互动性和沉浸性,使其成为创业学习的有力工具。为此,我们采用 PRISMA 方法完成了系统性文献综述。在这方面,初步确定了 1458 项研究,其中 171 项符合定量综合的条件,只有 65 项符合荟萃分析的条件。因此,使用 IRAMUTEQ 软件进行了文本计量分析。分析得出了六个群组,概括了吸引和激励玩家参与创业教育的严肃游戏的特征。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Taxonomy of Studies on the Use of Video Games in Entrepreneurship Education: A Systematic Literature Review with a Textometric Analysis
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.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
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.
期刊最新文献
The Stupid, the Ridiculous, the Camp: How Goat Simulator's “Messy” Design Facilitates Queer Play In Defense of Imagination: Canadian Youth Culture and the Dungeons & Dragons Panic in Canada, 1980–1995 The Inverted Cryptoeconomy: The Search for Endogenous Value in No Man’s Sky Nature Playing: On the Experience of Contemplating Technologically Mediated Nature within the Game World of Riders Republic ‘It's Just Not Safe’: Gender-Based Harassment and Toxicity Experiences of Women in Esports
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1