Digital Games Adopted by Adults—A Documental Approach through Meta-Analysis
Abstract
:1. Introduction
- Section 2: Background
- Section 3: Methodology
- Section 4: Presentation of Results
- Section 5: Discussion
- Section 6: Conclusions and Implications
2. Background
2.1. Systematic Literature Review and Meta-Analysis
2.2. Acceptance Models Applied to Digital Games
3. Materials and Methods
- Study Identification: A literature search was conducted on platforms that included indexed international journals and conference proceedings, focusing on materials relevant to the topic of “the use and acceptance of digital games by the adult population”. Four platforms, namely Google Scholar, Web of Science, EBSCOhost, and IEEE Xplore, were used for this purpose.
- Study Selection: To ensure the comprehensiveness of the review, twelve distinct terms were used to explore the concept of digital games. Each term was used individually and in conjunction with the term “acceptance model” during the search process, as illustrated in Figure 1.
- Data Extraction: To extract the necessary data for analysis (to answer the research question), we systematically used the abstracts, keywords, methodologies, introductions, and conclusions of the 48 selected articles.
- Data Transformation: Data transformation was carried out using Iramuteq (which employs statistical methods for exploring and visualizing patterns in textual data, allowing for the quantitative analysis of texts). However, for this transformation to be possible, the texts were grouped by type (namely, abstracts, keywords, and methodologies, or introductions and conclusions) in UTF-8 format, processed (removing special characters such as quotes and hyphens, etc.), and identified with three asterisks (which is a pattern of this software). After preparing the texts from the 48 selected articles, they were imported into the software used, which, in general, and specifically for Iramuteq, (1) it divides the texts into smaller words, removes common words that do not contribute to the analysis, and lemmatizes the words, meaning to normalize them to their base forms, and possibly encoding additional categories or variables associated with the texts (if relevant to the analysis); (2) Iramuteq creates a contingency table that represents the frequency of word occurrence concerning the documents or categories specified by the researcher; (3) it performs multiple correspondence analysis, a statistical technique used to analyze the relationship between words and categories in a textual dataset (identifying patterns, relationships, and associations between words); and (4) it extracts data (graphical and statistical outputs).
- Statistical Analysis: This encompasses two stages (based on the 48 selected articles), namely (1) the data mining of abstracts, keywords, and methodologies; and (2) the data mining of introductions and conclusions. Descending Hierarchical Classification (DHC), Similarity Analysis, and Correspondence Factorial Analysis were used in the statistical analysis of the texts.
- Heterogeneity Assessment: To choose words (statistically significant) capable of generating conceptual dimensions, words that appeared in ten or more segments of text from the textual corpus were considered. These are presented in tables based on grammatical form (Form), classification (Type), number—frequency—of text segments containing the word in the class (Class. t.s.), number—frequency—of text segments in the corpus containing the word at least once (Class. total), the percentage of text segments containing the word in this class concerning its occurrence in the corpus (%), chi-square (Qui2), and significance level (p-value).
- Interpretation and Presentation of Results: Using the selected software tools (Iramuteq), the findings are conveyed through graphs, tables, and statistical measures that indicate the effect size and the estimate’s reliability.
4. Results
4.1. Data Mining from Abstracts, Keywords, and Methods of Selected Articles (First Stage)
- Class 1 (from abstracts, keywords, and methods) comprises 21.22% of the total analyzed corpus.
- Class 2 (from abstracts, keywords, and methods) comprises 4.12% of the total analyzed corpus.
- Class 5 (from abstracts, keywords, and methods) comprises 1.5% of the total analyzed corpus.
- Class 8 (from abstracts, keywords, and methods) comprises 22.35% of the total analyzed corpus.
- Class 3 (from abstracts, keywords, and methods) comprises 14.11% of the total analyzed corpus.
- Class 4 (from abstracts, keywords, and methods) comprises 11.99% of the total analyzed corpus.
- Class 6 (from abstracts, keywords, and methods) comprises 4.74% of the total analyzed corpus.
4.2. Data Mining from Introductions and Conclusions of Selected Articles (Second Stage)
- Class 8 (from introductions and conclusions) comprises 19.74% of the total analyzed corpus.
- Class 1 (from introductions and conclusions) comprises 32.71% of the total analyzed corpus.
- Class 5 (from introductions and conclusions) comprises 1.81% of the total analyzed corpus.
- Class 4 (from introductions and conclusions) comprises 0.84% of the total analyzed corpus.
- Class 3 (from introductions and conclusions) comprises 17.5% of the total analyzed corpus.
- Class 2 (from introductions and conclusions) comprises 16.04% of the total corpus analyzed.
- Class 6 (from introductions and conclusions) comprises 3.84% of the total analyzed corpus.
- Class 7 (from introductions and conclusions) comprises 7.53% of the total analyzed corpus.
5. Discussion
- The main dimensions (concepts and themes)
- The meanings
- Class 2 (from abstracts, keywords, and methods) and Class 7 (from introductions and conclusions).
- Class 5 (from abstracts, keywords, and methods) and Class 6 (from introductions and conclusions).
- Class 8 (from abstracts, keywords, and methods) and Class 2 (from introductions and conclusions).
- Potential latent variables
- Other findings
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Paper | Authorship | Thematic |
---|---|---|
Global Youth and Mobile Games: Applying the Extended Technology Acceptance Model in the U.S.A., Japan, Spain, and The Czech Republic | [68] | Behavior in adoption of mobile games in all cultures (proposition of theoretical model) |
Consumer Behavior in Online Game Communities: A Motivational Factor Perspective | [69] | Customer loyalty in the context of online communities (theoretical model proposition) |
Determinants of Adoption of Mobile Games Under Mobile Broadband Wireless Access Environment | [70] | Adoption of mobile games in wireless and broadband access environments (proposition of a theoretical model) |
Antecedents and Outcomes of the Flow Experience: An Empirical Study in the Context of Online Gaming | [71] | Perceived pleasure and the behavioral intention of use (theoretical model proposition) |
The Analysis of Service Acceptance Framework for Social Games Based on Extensive Technology Acceptance Model | [8] | Behavior of players in social games (systematic review) |
What Drives People to Continue to Play Online Games? An Extension of Technology Model and Theory of Planned Behavior | [72] | Opinion of users of online games about the experience of flow, human–computer interaction, social interaction, and perceived pleasure (proposition of a theoretical model) |
Applicability of the UTAUT Model in Playing Online Game Through Mobile Phones: Moderating Effects of User Experience | [73] | Consumer intention to play online through mobile phones (theoretical model proposition) |
Exploring the Impact of Use Context on Mobile Hedonic Services Adoption: An Empirical Study on Mobile Gaming in China | [74] | Perception of hedonic use of mobile games (theoretical model proposition) |
Customer Acceptance of Playing Online Game on Mobile Phones | [75] | Use of games for mobile phones (proposition of a theoretical model) |
How to Attract Chinese Online Game Users: An Empirical Study on the Determinants Affecting Intention to use Chinese Online Games | [76] | Adoption of digital games (proposition of a theoretical model) |
Using the Technology Acceptance Model to Evaluate User Attitude and Intention of Use for Online Games | [77] | Acceptance of online games based on the quality of aggregated services (theoretical model proposition) |
Analyzing Behaviors Influencing the Adoption of Online Games From the Perspective of Virtual Contact | [78] | Adoption of online games (proposition of a theoretical model) |
Gamers Just Want to Have Fun? Toward an Understanding of the Online Game Acceptance | [79] | Acceptance of online games (proposition of a theoretical model) |
Understanding the Effect of Flow on User Adoption of Mobile Games | [80] | Adoption of mobile games (proposition of a theoretical model) |
Acceptance of Game-Based Learning by Secondary School Teachers | [81] | Acceptance of commercial video games as learning tools in the classroom (theoretical model proposition) |
Factors Affecting Chinese Ubiquitous Game Service Usage Intention | [82] | Intention to use Ubiquitous Game Service (theoretical model proposition) |
Understanding Users’ Continued Use of Online Games: An Application of UTAUT2 in Social Network Games | [83] | Intention to use social network games (proposition of a theoretical model) |
Determinants of Acceptance of Mobile Games Through Structural Equation Modeling | [84] | Use and acceptance of mobile games (proposition of a theoretical model) |
The Adoption of Mobile Games in China: An Empirical Study | [85] | Adoption of digital games (proposition of a theoretical model) |
Determinants of Player Acceptance of Mobile Social Network Games: An Application of Extended Technology Acceptance Model | [86] | Use of social network games (theoretical model proposition) |
Exploring Key Determinants of Gamer Behavior for Somatosensory Video Games: An Application of the Extended Technology Acceptance Model and Game Flow Theory | [87] | Use of somatosensory video games (theoretical model proposition) |
The Moderating Effect of Reference Group on Online Game Loyalty: Focused on Hedonic Information System | [88] | Online games from the perspective of hedonic information systems (proposition of a theoretical model) |
Mobile Game Adoption in China: the Role of TAM and Perceived Entertainment, Cost, Similarity and Brand Trust | [89] | Adoption of mobile game (proposition of a theoretical model) |
A Study of Downloading Game Applications | [90] | Factors that influence the use of game applications (theoretical model proposition) |
Business Simulation Games With and Without Supervision: An Analysis Based on the TAM Model | [91] | Business Games (theoretical model proposition) |
Playing Seriously e How Gamification and Social Cues Influence Bank Customers to Use Gamified E-Business Applications | [13] | Business Games (theoretical model proposition) |
The Effect of Flow Experience and Social Norms on the Adoption of Mobile Games in China | [92] | Adoption of mobile game (proposition of a theoretical model) |
Exploring the Hype: Investigating Technology Acceptance Factors of Pokémon Go | [93] | Acceptance of mobile game technology (theoretical model proposition) |
Understanding Behavioural Intention for Adoption of Mobile Games | [94] | Intention to adopt mobile games (proposition of a theoretical model) |
Video Game Acceptance: A Meta-Analysis of the Extended Technology Acceptance Model | [43] | Acceptance of digital games (systematic review) |
A Modified TAM for Predicting Acceptance of Digital Educational Games by Teachers | [95] | Use of video game resources in the teaching–learning process (model idealization) |
The Technology Acceptance Model for Playing Mobile Games in Indonesia | [96] | Use of mobile games (proposition of a theoretical model) |
Analysis of Critical Factors for Social Games Based on Extended Technology Acceptance Model: a DEMATEL Approach | [9] | Use of social games (proposition of a theoretical model) |
Examining Situational Continuous Mobile Game Play Behavior from the Perspectives of Diversion and Flow Experience | [97] | Adoption of mobile games (proposition of a theoretical model) |
Analysing the Acceptation of Online Games in Mobile Devices: An Application of UTAUT2 | [98] | Acceptance of online games (proposition of a theoretical model) |
The Integration of Video Games in Family-Life Dynamics: An Adapted Technology Acceptance Model of Family Intention to Consume Video Games | [10] | Use of video games within the family (proposition of a theoretical model) |
Online Video Games Adoption: Toward an Online Game Adoption Model | [14] | Use and adoption of online games (proposition of a theoretical model) |
User Continuance in Playing Mobile Online Games Analyzed by Using UTAUT and Game Design | [99] | Acceptance of Online Mobile Games (theoretical model proposition) |
A Questionnaire-Based Approach on Technology Acceptance Model for Mobile Digital Game-Based Learning | [100] | Use of mobile games in learning (model idealization) |
Technology-Enhanced Teaching: A Technology Acceptance Model to Study Teachers’ Intentions to Use Digital Games in the Classroom | [101] | Use of digital games in learning (proposition of a theoretical model) |
Using the Technology Acceptance Model to Evaluate Behavioural Intention to Use Mobile Games—A Case of Pokémon GO | [102] | Use of mobile games (proposition of a theoretical model) |
Factors Affecting Woman’s Continuance Intention for Mobile Games | [103] | Intention to use mobile games (proposition of a theoretical model) |
A Posteriori Segmentation of Personal Profiles of Online Video Games’ Players | [104] | Segmentation of users of online games (proposition of a theoretical model) |
Adoption and Continuance Intention Model of Applying Telemedicine Technology in Digital Games Addiction | [53] | Use of digital games in a situation of addiction treatment in such games (model idealization) |
Proposing a TAM-SDT-Based Model to Examine the User Acceptance of Massively Multiplayer Online Games | [15] | Acceptance of simultaneous multiplayer online games (theoretical model proposition) |
Exploring the Factors Influencing Consumer’s Attitude Toward Using and Use Intention of Virtual Reality Games | [105] | Use of games with virtual reality (proposition of a theoretical model) |
Relationship Between Perceived Ease of Use, Perceived Usefulness and Motivation Opportunity Ability Theory in Online Gamers Know-How Exchange | [54] | Market research in online games (proposition of a theoretical model) |
Mobile Games Adoption: An Extension of Technology Acceptance Model and Theory of Reasoned Action | [106] | Intention to use games for mobile phones (proposition of a theoretical model) |
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Initial Phase (Data Collection) | Phase I (Analysis of Abstracts and Keywords) | Phase II (Analysis of Introductions) | Phase III (Analysis of Methodologies) |
---|---|---|---|
4943 articles (including duplicates across multiple themes) | 1480 articles (approximately 30% of the initial data collection) | 183 articles (approximately 4% of the initial data collection) | 48 articles (approximately 1% of the initial data collection) |
Form | Type | Class t.s. | Class Total | % | Chi2 | p-Value |
---|---|---|---|---|---|---|
industry | noun | 15 | 15 | 100.00 | 56.74 | <0.0001 |
consumer | noun | 9 | 11 | 81.82 | 24.49 | <0.0001 |
market | verb | 19 | 25 | 76.00 | 46.31 | <0.0001 |
entertainment | noun | 9 | 13 | 69.23 | 18.22 | <0.0001 |
network | noun | 9 | 14 | 64.29 | 15.80 | <0.0001 |
phone | noun | 13 | 26 | 50.00 | 13.31 | 0.00026 |
behavior | noun | 15 | 34 | 44.12 | 11.13 | 0.00084 |
mobile | noun | 62 | 143 | 43.36 | 51.01 | <0.0001 |
online | unrecog. | 52 | 142 | 36.62 | 24.47 | <0.0001 |
Form | Type | Class t.s. | Class Total | % | Chi2 | p-Value |
---|---|---|---|---|---|---|
classroom | noun | 11 | 13 | 84.62 | 216.76 | <0.0001 |
educational | unrecog. | 8 | 11 | 72.73 | 132.90 | <0.0001 |
learn | verb | 13 | 23 | 56.52 | 164.61 | <0.0001 |
teach | verb | 5 | 12 | 41.67 | 43.48 | <0.0001 |
educational | noun | 7 | 17 | 41.18 | 60.38 | <0.0001 |
teacher | noun | 14 | 38 | 36.84 | 108.14 | <0.0001 |
school | noun | 7 | 22 | 31.82 | 43.94 | <0.0001 |
Form | Type | Class t.s. | Class Total | % | Chi2 | p-Value |
---|---|---|---|---|---|---|
bank | noun | 8 | 10 | 80.00 | 422.89 | <0.0001 |
gamified | unrecog. | 7 | 10 | 70.00 | 322.01 | <0.0001 |
business | noun | 11 | 28 | 39.29 | 280.75 | <0.0001 |
customer | noun | 9 | 25 | 36.00 | 208.16 | <0.0001 |
Form | Type | Class t.s. | Class Total | % | Chi2 | p-Value |
---|---|---|---|---|---|---|
enjoyment | noun | 41 | 49 | 83.67 | 113.12 | <0.0001 |
behavioral | unrecog. | 25 | 30 | 83.33 | 66.80 | <0.0001 |
interaction | noun | 14 | 17 | 82.35 | 36.04 | <0.0001 |
performance | noun | 9 | 11 | 81.82 | 22.73 | <0.0001 |
behavioural | unrecog. | 12 | 16 | 75.00 | 26.08 | <0.0001 |
influence | verb | 47 | 72 | 65.28 | 84.02 | <0.0001 |
social | noun | 56 | 95 | 58.95 | 83.20 | <0.0001 |
quality | noun | 8 | 16 | 50.00 | 7.19 | 0.00731 |
behavior | noun | 17 | 34 | 50.00 | 15.65 | <0.0001 |
experience | noun | 34 | 86 | 39.53 | 16.40 | <0.0001 |
Form | Type | Class t.s. | Class Total | % | Chi2 | p-Value |
---|---|---|---|---|---|---|
teach | verb | 5 | 12 | 41.67 | 7.64 | 0.00572 |
school | noun | 8 | 22 | 36.36 | 9.25 | 0.00235 |
education | noun | 6 | 17 | 35.29 | 6.43 | 0.01119 |
Form | Type | Class t.s. | Class Total | % | Chi2 | p-Value |
---|---|---|---|---|---|---|
student | noun | 14 | 33 | 42.42 | 30.23 | <0.0001 |
online | unrecog. | 35 | 142 | 24.65 | 26.24 | <0.0001 |
university | noun | 7 | 18 | 38.89 | 12.64 | 0.00037 |
Form | Type | Class t.s. | Class Total | % | Chi2 | p-Value |
---|---|---|---|---|---|---|
college | noun | 3 | 11 | 27.27 | 12.53 | 0.00040 |
student | noun | 6 | 33 | 18.18 | 13.75 | 0.00020 |
school | noun | 4 | 22 | 18.18 | 9.04 | 0.00264 |
Form | Type | Class t.s. | Class Total | % | Chi2 | p-Value |
---|---|---|---|---|---|---|
million | noun | 30 | 30 | 100.00 | 124.62 | <0.0001 |
billion | noun | 34 | 35 | 97.14 | 135.71 | <0.0001 |
growth | noun | 28 | 33 | 84.85 | 90.41 | <0.0001 |
grow | verb | 33 | 43 | 76.74 | 90.95 | <0.0001 |
market | verb | 74 | 107 | 69.16 | 178.31 | <0.0001 |
industry | noun | 46 | 74 | 62.16 | 88.67 | <0.0001 |
phone | noun | 42 | 88 | 47.73 | 46.38 | <0.0001 |
mobile | noun | 125 | 383 | 32.64 | 54.92 | <0.0001 |
online | unrecog. | 85 | 323 | 26.32 | 11.40 | 0.00073 |
Form | Type | Class t.s. | Class Total | % | Chi2 | p-Value |
---|---|---|---|---|---|---|
cultural | unrecog. | 11 | 14 | 78.57 | 13.51 | 0.00023 |
culture | noun | 7 | 11 | 63.64 | 4.82 | 0.02815 |
behavior | noun | 53 | 109 | 48.62 | 13.58 | 0.00022 |
Form | Type | Class t.s. | Class Total | % | Chi2 | p-Value |
---|---|---|---|---|---|---|
purchase | noun | 5 | 20 | 25.0 | 61.25 | <0.0001 |
integration | noun | 2 | 10 | 20.0 | 18.71 | <0.0001 |
hedonic | unrecog. | 4 | 43 | 9.3 | 13.97 | <0.0001 |
Form | Type | Class t.s. | Class Total | % | Chi2 | p-Value |
---|---|---|---|---|---|---|
Ugs * | unrecog. | 6 | 25 | 24.00 | 164.51 | <0.0001 |
behavioural | unrecog. | 2 | 23 | 8.70 | 17.40 | <0.0001 |
include | verb | 3 | 69 | 4.35 | 10.77 | 0.00103 |
Form | Type | Class t.s. | Class Total | % | Chi2 | p-Value |
---|---|---|---|---|---|---|
interact | verb | 17 | 25 | 68.00 | 44.93 | <0.0001 |
friend | noun | 8 | 13 | 61.54 | 17.62 | <0.0001 |
performance | noun | 12 | 22 | 54.55 | 21.23 | <0.0001 |
enjoyable | unrecog. | 7 | 13 | 53.85 | 12.00 | 0.00053 |
entertainment | noun | 28 | 64 | 43.75 | 31.96 | <0.0001 |
quality | noun | 12 | 29 | 41.38 | 11.68 | 0.00063 |
satisfaction | noun | 9 | 22 | 40.91 | 8.48 | 0.00359 |
consumer | noun | 29 | 75 | 38.67 | 24.55 | <0.0001 |
community | noun | 11 | 29 | 37.93 | 8.55 | 0.00344 |
social | noun | 58 | 166 | 34.94 | 39.53 | <0.0001 |
role | noun | 16 | 46 | 34.78 | 9.83 | 0.00172 |
phone | noun | 30 | 88 | 34.09 | 17.86 | <0.0001 |
interaction | noun | 14 | 42 | 33.33 | 7.51 | 0.00614 |
behavior | noun | 33 | 109 | 30.28 | 13.33 | 0.00026 |
online | unrecog. | 87 | 323 | 26.93 | 25.68 | <0.0001 |
Form | Type | Class s.t. | Class Total | % | Chi2 | p-Value |
---|---|---|---|---|---|---|
cognitive | unrecog. | 10 | 15 | 66.67 | 28.85 | <0.00001 |
enjoyment | noun | 58 | 88 | 65.91 | 173.15 | <0.00001 |
psychological | unrecog. | 7 | 15 | 46.67 | 10.56 | <0.00001 |
interaction | noun | 16 | 42 | 38.10 | 15.63 | <0.00001 |
relationship | noun | 16 | 42 | 38.10 | 15.63 | <0.00001 |
behavioral | unrecog. | 11 | 33 | 33.33 | 7.50 | 0.00616 |
knowledge | noun | 10 | 31 | 32.26 | 6.19 | 0.01285 |
role | noun | 14 | 46 | 30.43 | 7.31 | 0.00684 |
experience | noun | 44 | 151 | 29.14 | 21.51 | <0.00001 |
Form | Type | Class t.s. | Class Total | % | Chi2 | p-Value |
---|---|---|---|---|---|---|
bank | noun | 17 | 26 | 65.38 | 271.98 | <0.0001 |
gamification | unrecog. | 15 | 24 | 62.50 | 227.75 | <0.0001 |
customer | noun | 27 | 61 | 44.26 | 282.31 | <0.0001 |
business | noun | 24 | 69 | 34.78 | 188.23 | <0.0001 |
application | noun | 18 | 64 | 28.12 | 107.16 | <0.0001 |
commerce | noun | 3 | 16 | 18.75 | 9.76 | 0.00178 |
Form | Type | Class t.s. | Class Total | % | Chi2 | p-Value |
---|---|---|---|---|---|---|
classroom | noun | 21 | 21 | 100.00 | 261.67 | <0.0001 |
teach | verb | 14 | 15 | 93.33 | 160.24 | <0.0001 |
school | noun | 9 | 10 | 90.00 | 98.34 | <0.0001 |
teacher | noun | 32 | 37 | 86.49 | 339.97 | <0.0001 |
learn | verb | 45 | 57 | 78.95 | 434.72 | <0.0001 |
education | noun | 26 | 33 | 78.79 | 246.27 | <0.0001 |
educational | unrecog. | 16 | 23 | 69.57 | 129.16 | <0.0001 |
student | noun | 23 | 34 | 67.65 | 180.72 | <0.0001 |
Central Theme | Study Topics | % |
---|---|---|
Online Games | Adoption, Behavioral, Consumption, Hedonic, Mobile device’s use, Social. | 37.5 |
Mobile Games | Behavioral, Consumption, Hedonic, Learning, Social. | 35.4 |
Gamification | Business, Learning. | 8.3 |
Video Games | Behavioral, Consumption, Meta-Analysis. | 6.3 |
Social Games | Behavioral. | 4.2 |
Game Addiction | Behavioral. | 2.1 |
Digital Games | Learning. | 2.1 |
Ubiquitous Game | Consumption | 2.1 |
Virtual Reality Games | Consumption | 2.1 |
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Pinheiro, A.; Oliveira, A.; Alturas, B.; Cruz, M. Digital Games Adopted by Adults—A Documental Approach through Meta-Analysis. Information 2024, 15, 155. https://doi.org/10.3390/info15030155
Pinheiro A, Oliveira A, Alturas B, Cruz M. Digital Games Adopted by Adults—A Documental Approach through Meta-Analysis. Information. 2024; 15(3):155. https://doi.org/10.3390/info15030155
Chicago/Turabian StylePinheiro, Alessandro, Abílio Oliveira, Bráulio Alturas, and Mónica Cruz. 2024. "Digital Games Adopted by Adults—A Documental Approach through Meta-Analysis" Information 15, no. 3: 155. https://doi.org/10.3390/info15030155
APA StylePinheiro, A., Oliveira, A., Alturas, B., & Cruz, M. (2024). Digital Games Adopted by Adults—A Documental Approach through Meta-Analysis. Information, 15(3), 155. https://doi.org/10.3390/info15030155