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Studies on digital games over the past fifteen years have shown great interest in their use for educational, health and well-being purposes, also as a tool for rehabilitation and cognitive training (Vanacken et al, 2010; Aarhus et al ., 2011; Staiano, Abraham and Calvert, 2013; DeSmet et al., 2014). The individual reasons for the use of digital games are materialized from a composite of events and factors, the number of studies that clearly present the indicators of psycho-social well-being as a cause or because of the use is very limited. In view of the highlighted gap, the present work seeks to understand the extent to which the use of digital games contributes to promoting satisfaction with life and socialization among adults, aiming at: a) understanding the importance of digital games in the daily lives of adults, and factors that influence their acceptance and use (documentary study); b) understand and expand the concepts of satisfaction with life and socialization, in their theoretical dimensions and ascertain factors, or indicators, that integrate these dimensions (documentary study); c) propose a conceptual model, based on the proposed indicators, for evaluation factors of acceptance and use of digital games and the influence on satisfaction with the life and socialization among adults (documentary study); d) discuss and investigate perceptions of satisfaction with life and socialization, related to digital games among the study population (exploratory study); e) propose new indicators, and determine and analyze the dimensions of satisfaction with life and socialization, among the study population (exploratory study); f) review and test the proposed model and identify the relevant associations between the determined dimensions (inferential study), and; g) develop and propose a conceptual model for the acceptance and use of digital games and their relationship with the factors of satisfaction and socialization among adults (inferential study).

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