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dc.contributor.authorMarston, Hannah R.
dc.contributor.authorMiranda-Duro, María del Carmen
dc.date.accessioned2021-06-15T10:32:12Z
dc.date.available2021-06-15T10:32:12Z
dc.date.issued2020-03-11
dc.identifier.citationMarston HR, Miranda Duro MC. Revisiting the twentieth century through the lens of generation X and digital games: a scoping review. Computer Games J. 2020;9:127-161es_ES
dc.identifier.issn2052-773X
dc.identifier.urihttp://hdl.handle.net/2183/28086
dc.description.abstract[Abstract] Video games have been around since the 1960s and have impacted upon society in a myriad of different ways. The purpose of this scoping review is to identify existing literature within the domain of video games which recruited participants from the Generation X (1965–1980) cohort. Six databases were searched (ACM, CINHAL Google Scholar, PubMed, Scopus, and Web of Science) focusing on published journal papers between 1970 and 2000. Search results identified 3186 articles guided by the PRISMA Extension for Scoping Reviews (PRISMA-ScR); 4 papers were irretrievable, 138 duplicated papers were removed, leaving 3048 were assessed for eligibility and 3026 were excluded. Articles (n = 22) were included into this review, with four papers primarily published in 1997 and in 1999. Thematic analysis identified five primary themes: purpose and objectives, respective authors’ reporting, technology, ethics and environment) and seven secondary themes: populations, type of participants (e.g. children, students), ethical approval, study design, reimbursement, language, type of assessments. This scoping review is distinctive because it primarily focuses on Generation X, who have experienced and grown-up with videogames, and contributes to several disciplines including: game studies, gerontology and health, and has wider implications from a societal, design and development perspective of video games.es_ES
dc.language.isoenges_ES
dc.publisherSpringeres_ES
dc.relation.urihttps://doi.org/10.1007/s40869-020-00099-0es_ES
dc.rightsAtribución 3.0 Españaes_ES
dc.rights.urihttp://creativecommons.org/licenses/by/3.0/es/*
dc.subjectVideogameses_ES
dc.subjectGames industryes_ES
dc.subjectOlder adultses_ES
dc.subjectGeneration Xes_ES
dc.subjectIntergenerationales_ES
dc.subjectGerontologyes_ES
dc.subjectAeginges_ES
dc.titleRevisiting the twentieth century through the lens of generation X and digital games: a scoping reviewes_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.rights.accessinfo:eu-repo/semantics/openAccesses_ES
UDC.journalTitleThe Computer Games Journales_ES
UDC.volume9es_ES
UDC.startPage127es_ES
UDC.endPage161es_ES


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