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Key factors influencing knowledge acquisition through game-based learning

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Key factors influencing knowledge acquisition through game-based learning

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dc.contributor.author Calza-Perez, Mauro es_ES
dc.contributor.author Pérez-Ruiz, Pilar es_ES
dc.contributor.author Enri-Peiró, Sandra es_ES
dc.contributor.author Martínez-Climent, Carla es_ES
dc.contributor.author Sánchez-García, Javier es_ES
dc.date.accessioned 2024-05-08T18:04:23Z
dc.date.available 2024-05-08T18:04:23Z
dc.date.issued 2024-05 es_ES
dc.identifier.issn 0742-6046 es_ES
dc.identifier.uri http://hdl.handle.net/10251/204057
dc.description.abstract [EN] This research enriches the current understanding of digital marketing knowledge acquisition through game-based learning (GBL). The study is based on a sample of 476 participants who provided data before and after playing The Ecommerce Game((TM)). In this serious game, players must optimize the conversion rate of an e-commerce venture. Data on key variables measuring players' digital marketing knowledge were collected. Before playing the game, participants reported on their perceived ease of use, perceived usefulness, and attitude. After the game, participants' knowledge, motivation, enjoyment, and concentration were measured. The purpose of this study was to determine the positive impact of GBL on the professional development of participants. Participants reported that the skills acquired in GBL improved their professional performance. Thus, the results suggest that acceptance of a game can be an effective tool for players to acquire knowledge of digital marketing and e-commerce. The motivation from gameplay was significant in aiding participants' learning experiences. Encouragingly, participants expressed a willingness to replay the game, emphasizing the enjoyableness of the learning process. es_ES
dc.language Inglés es_ES
dc.publisher John Wiley & Sons es_ES
dc.relation.ispartof Psychology and Marketing es_ES
dc.rights Reserva de todos los derechos es_ES
dc.subject Digital marketing es_ES
dc.subject Game-based learning es_ES
dc.subject Serious game es_ES
dc.subject The Ecommerce Game(TM) es_ES
dc.title Key factors influencing knowledge acquisition through game-based learning es_ES
dc.type Artículo es_ES
dc.identifier.doi 10.1002/mar.21966 es_ES
dc.rights.accessRights Cerrado es_ES
dc.description.bibliographicCitation Calza-Perez, M.; Pérez-Ruiz, P.; Enri-Peiró, S.; Martínez-Climent, C.; Sánchez-García, J. (2024). Key factors influencing knowledge acquisition through game-based learning. Psychology and Marketing. 41(5). https://doi.org/10.1002/mar.21966 es_ES
dc.description.accrualMethod S es_ES
dc.relation.publisherversion https://doi.org/10.1002/mar.21966 es_ES
dc.type.version info:eu-repo/semantics/publishedVersion es_ES
dc.description.volume 41 es_ES
dc.description.issue 5 es_ES
dc.relation.pasarela S\513771 es_ES


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