Examinando Jogos Móveis como Restrições de Lazer Outros Idiomas

O conceito do recreio com a sua estrutura dinâmica e os elementos das necessidades recreativas foram fortemente influenciados pela tecnologia da comunicação especialmente depois da década 2000s (Torkildsen, 2005; Torkildsen, 2012; Spracklen, 2015; Sintas, de Francisco, & Álvarez, 2015; Choi & Dattilo, 2017; Valtchanov & Parry, 2017). O jogo, uma das atividades recreativas conhecidas mais antiga (Spracklen, 2011), foi movido desde offline até online e depois nos computadores e dispositivos móveis no seculo 21. (Chen&Leung, 2016). A preferência pelos jogos para telemóvel, que se tornaram uma das mais populares ferramentas de entretenimento devido á crescente popularidade dos dispositivos móveis e das aplicações, tornou o conceito de lazer mais digital do que nunca (Spracklen, 2015; Redhead, 2016; Pink, Hjorth, Horst & Nettheim, 2017). Há grandes similaridades e pontos em comum entrea motivação de indivíduos para participar em atividades de lazer e a motivação para jogar com jogos para telemóvel. Desde este ponto adiante; jogos para telemóvel, que podem ser considerados como uma atividade recreativa, podem ser também vistos como restrições da diversão desde o ponto da perspectiva da avaliação do lazer (Crawford, Jackson, & Godbey, 1991; Tsai & Coleman, 1999). O objetivo deste estudo é de demonstrar a possibilidade de avaliar jogos para telemóvel, tendo um lugar muito importante no mundo digital e no mercado dos jogos, como uma restrição da diversão à luz da revisão da literatura.
Citação ABNT:
YÜCE, A.; BÜYÜKAKGÜL, ?.; KATIRCI, H.; YÜCE, S. G. The Other Side of the Coin: Examining Mobile Games as a Leisure Constraints. PODIUM Sport, Leisure and Tourism Review, v. 7, n. 2, p. 193-206, 2018.
Citação APA:
Yüce, A., Büyükakgül, ?., Katırcı, H., & Yüce, S. G. (2018). The Other Side of the Coin: Examining Mobile Games as a Leisure Constraints. PODIUM Sport, Leisure and Tourism Review, 7(2), 193-206.
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