Crespo-Martínez, EstebanBueno Ávila, SalvadorGallego Pereira, María Dolores2026-01-152026-01-152025-07The International Journal of Management Education Volume 23, Issue 2, July 2025, 10112510.1016/J.IJME.2024.101125https://hdl.handle.net/10433/25588Acceso al archivo embargado hasta 2 Julio 2027This 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.application/pdfenAttribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-nd/4.0/GamesImproving classroom teachingMedia in educationApplications in subject areasPost-secondary educationUses and Gratifications approach to evaluate the continuance intention of ATIC: A serious video game to learn entrepreneurshipjournal articleembargoed access