RT Journal Article T1 Uses and Gratifications approach to evaluate the continuance intention of ATIC: A serious video game to learn entrepreneurship A1 Crespo-Martínez, Esteban A1 Bueno Ávila, Salvador A1 Gallego Pereira, María Dolores K1 Games K1 Improving classroom teaching K1 Media in education K1 Applications in subject areas K1 Post-secondary education AB This study explores the use of serious games in education, specifically evaluating ATIC, a game designed to enhance entrepreneurship education. Using the Uses and Gratifications Theory, the research examines students' motivations and satisfaction across nine constructs: Enjoyment, Fantasy, Escapism, Security, Achievements, Self-recognition, Social Presence, Social Interaction, and Continuance Intention. A total of 666 students participated, with data collected through surveys, observations, and interviews. Results show that ATIC successfully engages students, offering both entertainment and valuable learning experiences, enhancing entrepreneurial knowledge, problem-solving, and critical thinking. The study offers insights for educators and developers on improving entrepreneurship education through games. PB Elsevier YR 2025 FD 2025-07 LK https://hdl.handle.net/10433/25588 UL https://hdl.handle.net/10433/25588 LA en NO The International Journal of Management Education Volume 23, Issue 2, July 2025, 101125 NO Acceso al archivo embargado hasta 2 Julio 2027 NO Departamento de Organización de Empresas y Marketing DS RIO RD Apr 27, 2026