Teachers’ intention to use educational video games: The moderating role of gender and age

2018 ◽  
Vol 56 (3) ◽  
pp. 318-329 ◽  
Author(s):  
Antonio Sánchez-Mena ◽  
José Martí-Parreño ◽  
Joaquín Aldás-Manzano
Author(s):  
Antonio Sánchez-Mena ◽  
José Martí-Parreño ◽  
Joaquín Aldás-Manzano

Educational video games (EVGs) are becoming a trending topic in education as a new teaching methodology which can help teachers to increase students’ attention and engagement during the learning process. Nevertheless, despite an increasing academic interest in EVGs little research has been devoted to delve into teacher’s beliefs affecting their attitude towards EVGs and how these beliefs also affect their intention to use EVGs in their courses. Using Keller’s ARCS model as a theoretical framework, the role of perceived relevance and attention in teachers’ attitude and intention to use EVGs is analyzed. To do so a research model is tested using a sample of 312 Higher Education teachers via structural equation modeling to predict teachers’ attitude and behavioral intention to use EVGs in their courses. Results suggest that perceived attention drawn by EVGs is a factor affecting teachers’ intentions to use EVGs in their courses. Perceived relevance was not found to affect directly neither attitude nor intention to use while teachers’ perceived attention was found to affect teachers’ perceived relevance of EVGs. Limitations of the study, implications for managers, and future research lines are addressed at the end of the paper.


Author(s):  
José Martí-Parreño ◽  
Ernesto Méndez-Ibáñez ◽  
María José Miquel-Romero

2019 ◽  
Vol 67 (6) ◽  
pp. 1455-1478 ◽  
Author(s):  
Antonio Sánchez-Mena ◽  
José Martí-Parreño ◽  
María José Miquel-Romero

DYNA ◽  
2015 ◽  
Vol 82 (193) ◽  
pp. 223-232 ◽  
Author(s):  
Natalia Padilla-Zea ◽  
Nuria Medina-Medina ◽  
Francisco L. Gutiérrez-Vela ◽  
José R. López-Arcos ◽  
Patricia Paderewski ◽  
...  

10.28945/1994 ◽  
2014 ◽  
Vol 10 ◽  
pp. 033-052 ◽  
Author(s):  
Hager Khechine ◽  
Sawsen Lakhal ◽  
Daniel Pascot ◽  
Alphonse Bytha

Author(s):  
José Martí-Parreño ◽  
María José Miquel-Romero ◽  
Ernesto Méndez-Ibáñez

Author(s):  
José Martí-Parreño ◽  
Ernesto Méndez-Ibáñez ◽  
Joaquin Aldás-Manzano

2011 ◽  
pp. 24-44
Author(s):  
Clark Aldrich ◽  
Joseph C. DiPietro

This appendix introduces and defines commonly used terms and phrases from the world of video gaming. It seeks to bridge the gaps between researchers, gamers, and educators so that a more thoughtful and productive conversation may be had. The authors hope that this appendix adds to the understanding of and appreciation for both consumer-based and educational video games, furthers academic research within this field, and serves as a valuable tool for anyone interested in learning more about video games and related terminology. Fifty-two entries are discussed within this appendix serving as a solid, yet not all-encompassing, foundation for future inquiry and discussion.


Author(s):  
José Martí-Parreño ◽  
Carla Ruiz-Mafé ◽  
Lisa L. Scribner

Advergames are free, branded video games used by advertisers to target audiences with marketing communications in a playful, interactive, and engaging way. Despite their advantages for consumers (i.e., free entertainment content), advergames can also cause concern in consumers (i.e., advertising clutter), making it necessary to explore consumers' attitudes that lead to acceptance of advergames. This chapter analyses the factors that lead consumers to accept advergames as an advertising format analyzing three variables related to consumer-media relationships: 1) consumer attitude toward advertising, 2) consumer attitude toward the presence of brands in video games, and 3) previous experience with video games. The moderating role of culture is also analyzed. To do so, an empirical research study involving American and Spanish students was developed. Findings suggest that attitude towards advertising is the primary factor affecting advergame acceptance for the Spanish sample, while attitude towards product placement in advergames is the primary factor affecting advergame acceptance for the American sample. These results suggest cultural differences related to advergame acceptance.


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