Taxonomy of Studies on the Use of Video Games in Entrepreneurship Education: A Systematic Literature Review with a Textometric Analysis

In the last decades, serious games, as a category of video games, have become a valuable tool in learning, demonstrating that it is possible to learn while playing. This work aims to identify a taxonomy of research in this domain, exploring serious games’ interactive and immersive aspects with educa...

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Detalles Bibliográficos
Autores: Crespo-Martínez, Esteban, Bueno Ávila, Salvador, Gallego Pereira, María Dolores
Tipo de recurso: artículo
Fecha de publicación:2024
País:España
Institución:Universidad Pablo de Olavide (UPO)
Repositorio:RIO. Repositorio Institucional Olavide
Idioma:inglés
OAI Identifier:oai:rio.upo.es:10433/25589
Acceso en línea:https://hdl.handle.net/10433/25589
Access Level:acceso abierto
Palabra clave:Serious games
Video game
Computer game
Entrepreneurship game
Systematic Literature Review
Descripción
Sumario:In the last decades, serious games, as a category of video games, have become a valuable tool in learning, demonstrating that it is possible to learn while playing. This work aims to identify a taxonomy of research in this domain, exploring serious games’ interactive and immersive aspects with educational and practical situations, which make them a powerful tool for entrepreneurship learning. For this purpose, the PRISMA method was used to complete a systematic literature review. In this regard, 1458 research studies were initially identified, from which 171 were considered eligible for a quantitative synthesis and only 65 for a meta-analysis. Consequently, the textometric analysis was performed with the IRAMUTEQ software. The analysis allowed the location of six clusters, summarizing the characteristics of a serious game that engages and motivates players in entrepreneurial education.