Abstract

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 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.

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.