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Players’ perceptions of learning, transferability, and future gaming: a reflexive thematic analysis in Portugal

datacite.subject.fosCiências Sociais::Psicologia
datacite.subject.fosCiências Sociais::Outras Ciências Sociais
datacite.subject.fosHumanidades::Outras Humanidades
datacite.subject.fosEngenharia e Tecnologia::Outras Engenharias e Tecnologias
datacite.subject.sdg04:Educação de Qualidade
dc.contributor.authorSousa, Carla
dc.contributor.authorOliveira, Ana Filipa
dc.contributor.authorGursesli, Mustafa Can
dc.contributor.authorPirola, Amanda Cei Santos
dc.contributor.authorAnbar, Ege
dc.contributor.authorTsvetkova, Paulina
dc.contributor.authorNeves, Pedro Pinto
dc.date.accessioned2026-09-09T08:22:00Z
dc.date.available2026-09-09T08:22:00Z
dc.date.issued2026-09
dc.description.abstractDespite extensive evidence on the effectiveness of games as learning spaces, players’ perceptions of learning transferability remain underexplored. Transferability refers to the ability to apply knowledge or skills beyond the context in which they were acquired. How players perceive and narrate this process is relevant to understanding the adoption and potential effectiveness of games for learning. This article reports a study exploring players’ perceptions of learning through video games, the transferability of game-related skills, and their views on the future of gaming and online spaces. Framed within a larger multi-method study, the Reflexive Thematic Analysis was based on two open-ended questions answered by a non-probabilistic sample of 627 Portuguese-speaking players (M = 27.09; SD = 11.84⁢𝑦⁢𝑒⁢𝑎⁢𝑟⁢𝑠). Participants identified several skills and ideas that they perceived as acquired through video games and transferable to other areas of life, in cognitive, social, cultural, emotional, and creative dimensions. They also described a recurring tension between perceived benefits and risks, alternating between educational and economic opportunities, as well as concerns about addiction, isolation, and commercial exploitation. Although situated within the Portuguese context, these findings encourage broader discussion of gaming’s role in everyday life and support the need for further qualitative research on perceived transferability.eng
dc.description.sponsorshipThe first author acknowledges the support of LE@D - Laboratory of Distance Education and eLearning, Universidade Aberta, Portu-gal, funded by National Funds through Fundação para a Ciência e Tecnologia, within the scope of the projects UID/4372/2025 and UID/PRR/04372/2025 (https://doi.org/10.54499/UID/04372/2025). Ana Filipa Oliveira’s participation in this work was funded by FCT under the Programme Scientific Employment Stimulus-Individual Call (Project byCitizens - Building Youth Citizenship Through Intergen-erational approaches and digital media), financed by national funds (2023.07889.CEECIND).
dc.identifier.citationSousa, C., Oliveira, A. F., Gursesli, M. C., Pirola, A. C. S., Anbar, E., Tsvetkova, P., & Neves, P. P. (2026). Players’ perceptions of learning, transferability, and future gaming: A reflexive thematic analysis in Portugal. Entertainment Computing, 58, 101190. https://doi.org/10.1016/j.entcom.2026.101190
dc.identifier.doi10.1016/j.entcom.2026.101190
dc.identifier.issn2212-7209
dc.identifier.urihttp://hdl.handle.net/10400.2/22357
dc.language.isoeng
dc.peerreviewedyes
dc.publisherElsevier
dc.relationDistance Education and Elearning Laboratory
dc.relationbyCitizens - Building Youth Citizenship Through Intergenerational approaches and digital media
dc.relation.hasversionhttps://www.sciencedirect.com/science/article/pii/S1875952126001126
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectLearning
dc.subjectPlay
dc.subjectPlayers’ perceptions
dc.subjectThematic analysis
dc.subjectTransferability
dc.subjectSelf-perception
dc.titlePlayers’ perceptions of learning, transferability, and future gaming: a reflexive thematic analysis in Portugaleng
dc.typejournal article
dspace.entity.typePublication
oaire.awardNumberUIDP/04372/2020
oaire.awardNumber2023.07889.CEECIND/CP2877/CT0003
oaire.awardTitleDistance Education and Elearning Laboratory
oaire.awardTitlebyCitizens - Building Youth Citizenship Through Intergenerational approaches and digital media
oaire.awardURIinfo:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UIDP%2F04372%2F2020/PT
oaire.awardURIhttp://hdl.handle.net/10400.2/22354
oaire.citation.titleEntertainment Computing
oaire.citation.volume58
oaire.fundingStream6817 - DCRRNI ID
oaire.fundingStreamCEEC IND6ed
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85
person.familyNameSousa
person.familyNameOliveira
person.familyNameNeves
person.givenNameCarla
person.givenNameAna Filipa
person.givenNamePedro Pinto
person.identifier.ciencia-id091F-7F7D-45DE
person.identifier.ciencia-id5C11-E559-A425
person.identifier.orcid0000-0003-1036-963X
person.identifier.orcid0000-0002-0883-7361
person.identifier.orcid0000-0003-2887-0860
person.identifier.scopus-author-id12141995500
project.funder.identifierhttp://doi.org/10.13039/501100001871
project.funder.nameFundação para a Ciência e a Tecnologia
relation.isAuthorOfPublication5f0be79e-21f6-42c7-b847-bb5cd0a30154
relation.isAuthorOfPublicationa9ac96f7-804a-4020-a3ef-e4b209db84ee
relation.isAuthorOfPublication1930c3fd-2851-4352-b1ab-090211792c52
relation.isAuthorOfPublication.latestForDiscoverya9ac96f7-804a-4020-a3ef-e4b209db84ee
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