Please use this identifier to cite or link to this item: https://accedacris.ulpgc.es/jspui/handle/10553/149477
DC FieldValueLanguage
dc.contributor.authorDíaz Meneses, Gonzalo-
dc.contributor.authorAmador Marrero, María Del Carmen-
dc.date.accessioned2025-10-07T11:05:11Z-
dc.date.available2025-10-07T11:05:11Z-
dc.date.issued2025-
dc.identifier.issn2079-8954-
dc.identifier.otherScopus-
dc.identifier.otherWoS-
dc.identifier.urihttps://accedacris.ulpgc.es/jspui/handle/10553/149477-
dc.description.abstractThis study examines the formation of awareness, perceived ease of use and trust in the most widely used videogame platforms, in the context of increasing digital engagement. Based on a sample of 317 participants who had made purchases on one or more videogame platforms, this study employed a quantitative methodological approach using statistical techniques such as t-tests, ANOVA, and regression analysis to assess the proposed relationships. The research explores two main objectives: to analyse the causal impact of platform awareness and ease of use on trust in videogame platforms and to examine how sociodemographic characteristics may influence these constructs. The results confirm that platform awareness and perceived ease of use are key determinants of trust, while gender, age, educational level and income do not significantly affect it. However, age and income do appear to play a causal role in awareness of the platform and perceptions of usability. Overall, the findings provide valuable guidance for advancing towards a more user-centred videogame industry.-
dc.languageeng-
dc.relation.ispartofSystems-
dc.sourceSystems[EISSN 2079-8954],v. 13 (9), (Septiembre 2025)-
dc.subject530802 Comportamiento del consumidor-
dc.subject.otherAwareness-
dc.subject.otherDigital Consumer Behaviour-
dc.subject.otherEase Of Use-
dc.subject.otherGamer Behaviour-
dc.subject.otherTrust-
dc.subject.otherUser Experience-
dc.subject.otherVideogame Platforms-
dc.titleThe antecedents of videogame platform trust and their sociodemographic profile: the key role of awareness and aase of use-
dc.typeinfo:eu-repo/semantics/Article-
dc.typeArticle-
dc.identifier.doi10.3390/systems13090744-
dc.identifier.scopus105017237698-
dc.identifier.isi001581011700001-
dc.contributor.orcid0009-0005-8156-3618-
dc.contributor.orcid0000-0001-6260-385X-
dc.contributor.authorscopusid58648118200-
dc.contributor.authorscopusid35723747600-
dc.identifier.eissn2079-8954-
dc.identifier.issue9-
dc.relation.volume13-
dc.investigacionCiencias Sociales y Jurídicas-
dc.type2Artículo-
dc.contributor.daisngidNo ID-
dc.contributor.daisngidNo ID-
dc.description.numberofpages22-
dc.utils.revision-
dc.contributor.wosstandardWOS:Amador-Marrero, M-
dc.contributor.wosstandardWOS:Diaz-Meneses, G-
dc.date.coverdateSeptiembre 2025-
dc.identifier.ulpgc-
dc.contributor.buulpgcBU-ECO-
dc.description.sjr0,579-
dc.description.jcr3,1-
dc.description.sjrqQ2-
dc.description.jcrqQ1-
item.grantfulltextopen-
item.fulltextCon texto completo-
crisitem.author.deptGIR IUCES: Dirección de Marketing, RSC y Empresa Familiar-
crisitem.author.deptIU de Cibernética, Empresa y Sociedad-
crisitem.author.deptDepartamento de Economía y Dirección de Empresas-
crisitem.author.deptGIR IUCES: Dirección de Marketing, RSC y Empresa Familiar-
crisitem.author.deptIU de Cibernética, Empresa y Sociedad-
crisitem.author.orcid0000-0001-6260-385X-
crisitem.author.orcid0009-0005-8156-3618-
crisitem.author.parentorgIU de Cibernética, Empresa y Sociedad-
crisitem.author.parentorgIU de Cibernética, Empresa y Sociedad-
crisitem.author.fullNameDíaz Meneses, Gonzalo-
crisitem.author.fullNameAmador Marrero, María Del Carmen-
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