Identificador persistente para citar o vincular este elemento: https://accedacris.ulpgc.es/jspui/handle/10553/149477
Campo DC Valoridioma
dc.contributor.authorAmador-Marrero, Maicaen_US
dc.contributor.authorDíaz Meneses, Gonzaloen_US
dc.date.accessioned2025-10-07T11:05:11Z-
dc.date.available2025-10-07T11:05:11Z-
dc.date.issued2025en_US
dc.identifier.issn2079-8954en_US
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.en_US
dc.languageengen_US
dc.relation.ispartofSystemsen_US
dc.sourceSystems[EISSN 2079-8954],v. 13 (9), (Septiembre 2025)en_US
dc.subject530802 Comportamiento del consumidoren_US
dc.subject.otherAwarenessen_US
dc.subject.otherDigital Consumer Behaviouren_US
dc.subject.otherEase Of Useen_US
dc.subject.otherGamer Behaviouren_US
dc.subject.otherTrusten_US
dc.subject.otherUser Experienceen_US
dc.subject.otherVideogame Platformsen_US
dc.titleThe antecedents of videogame platform trust and their sociodemographic profile: the key role of awareness and aase of useen_US
dc.typeinfo:eu-repo/semantics/Articleen_US
dc.typeArticleen_US
dc.identifier.doi10.3390/systems13090744en_US
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.volume13en_US
dc.investigacionCiencias Sociales y Jurídicasen_US
dc.type2Artículoen_US
dc.contributor.daisngidNo ID-
dc.contributor.daisngidNo ID-
dc.description.numberofpages22en_US
dc.utils.revisionen_US
dc.contributor.wosstandardWOS:Amador-Marrero, M-
dc.contributor.wosstandardWOS:Diaz-Meneses, G-
dc.date.coverdateSeptiembre 2025en_US
dc.identifier.ulpgcen_US
dc.contributor.buulpgcBU-ECOen_US
dc.description.sjr0,431
dc.description.jcr2,3
dc.description.sjrqQ2
dc.description.jcrqQ1
item.fulltextCon texto completo-
item.grantfulltextopen-
crisitem.author.deptGIR IUCES: Dirección de Marketing, RSC y Empresa Familiar-
crisitem.author.deptIU de Cibernética, Empresa y Sociedad (IUCES)-
crisitem.author.deptGIR IUCES: Dirección de Marketing, RSC y Empresa Familiar-
crisitem.author.deptIU de Cibernética, Empresa y Sociedad (IUCES)-
crisitem.author.deptDepartamento de Economía y Dirección de Empresas-
crisitem.author.orcid0009-0005-8156-3618-
crisitem.author.orcid0000-0001-6260-385X-
crisitem.author.parentorgIU de Cibernética, Empresa y Sociedad (IUCES)-
crisitem.author.parentorgIU de Cibernética, Empresa y Sociedad (IUCES)-
crisitem.author.fullNameAmador Marrero, María Del Carmen-
crisitem.author.fullNameDíaz Meneses, Gonzalo-
Colección:Artículos
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