<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-04-14T07:18:50Z</responseDate><request verb="GetRecord" identifier="oai:www.recercat.cat:2072/334707" metadataPrefix="marc">https://recercat.cat/oai/request</request><GetRecord><record><header><identifier>oai:recercat.cat:2072/334707</identifier><datestamp>2024-12-13T10:33:57Z</datestamp><setSpec>com_2072_96871</setSpec><setSpec>com_2072_96852</setSpec><setSpec>com_2072_2015</setSpec><setSpec>col_2072_228899</setSpec></header><metadata><record xmlns="http://www.loc.gov/MARC21/slim" xmlns:dcterms="http://purl.org/dc/terms/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://www.loc.gov/MARC21/slim http://www.loc.gov/standards/marcxml/schema/MARC21slim.xsd">
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      <subfield code="a">Aranda Juárez, Daniel</subfield>
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      <subfield code="a">Sánchez Navarro, Jordi</subfield>
      <subfield code="e">author</subfield>
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      <subfield code="a">Martínez Cerdá, Juan Francisco</subfield>
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      <subfield code="a">Meneses, Julio</subfield>
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      <subfield code="a">This study introduces a new multivariate framework around a set of digital practices such as entertainment-oriented uses, information-oriented uses, socialconnection uses and e-commerce uses, and shows that these digital practices are, in fact, important predictors of the positive and negative perceptions of digital gaming. We developed two multiple regression models on a representative sample of the Spanish population. After controlling for socio-demographic factors (age, gender and level of education), our models reveal that gaming-related perceptions of benefits and risks are associated with people's concrete personal experiences with digital games and, interestingly, to the greater or lesser development of their digital practices. We show that the perceptions of benefits with regard to video games are related to more developed digital practices. Conversely, the perceptions of risk are higher in the case of individuals who lack exposure and experiences regarding digital practices.</subfield>
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      <subfield code="a">Aranda Juarez, D., Sánchez-Navarro, J., Martínez-Cerdá, J.F. &amp; Meneses, J. (2018). The impact of digital practices on the perception of risks and benefits of digital gaming. Catalan Journal of Communication &amp; Cultural Studies, 10(2), 247-264. doi: 10.1386/cjcs.10.2.247_1</subfield>
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      <subfield code="a">10.1386/cjcs.10.2.247_1</subfield>
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      <subfield code="a">http://hdl.handle.net/10609/85385</subfield>
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      <subfield code="a">digital games</subfield>
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      <subfield code="a">game culture</subfield>
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      <subfield code="a">media effects</subfield>
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      <subfield code="a">media perceptions</subfield>
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      <subfield code="a">digital practices</subfield>
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      <subfield code="a">video games</subfield>
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      <subfield code="a">juegos digitales</subfield>
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      <subfield code="a">cultura del juego</subfield>
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      <subfield code="a">efectos de los medios de comunicación</subfield>
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      <subfield code="a">percepción de los medios de comunicación</subfield>
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      <subfield code="a">prácticas digitales</subfield>
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      <subfield code="a">efectes dels mitjans de comunicació</subfield>
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      <subfield code="a">percepció dels mitjans de comunicació</subfield>
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      <subfield code="a">pràctiques digitals</subfield>
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      <subfield code="a">videojocs</subfield>
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      <subfield code="a">Mass media -- Influence</subfield>
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      <subfield code="a">Mitjans de comunicació de massa -- Influència</subfield>
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      <subfield code="a">Medios de comunicación de masas -- Influencia</subfield>
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      <subfield code="a">The impact of digital practices on the perception of risks and benefits of digital gaming</subfield>
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