PIRACY OF GAMES AND APPLICATIONS AMONG YOUNG PEOPLE: MOTIVATIONS AND STRATEGIES
DOI:
https://doi.org/10.56238/arev7n1-119Keywords:
Young people, Digital Piracy, Games, ApplicationsAbstract
This study aims to understand the factors that lead adolescents to practice piracy of games and applications, in addition to investigating effective strategies to combat this practice. To this end, a systematic review with an exploratory and qualitative approach was conducted, using the PRISMA method and analyzing articles from the Scopus and Web of Science databases, published between 2009 and 2024. Among the motivational factors identified, the following stood out: difficulty in self-control, peer influence, lack of parental supervision, and mistaken perception of legality. The main motivation was difficulty in self-control, often associated with parental indifference and excessive use of digital devices. Regarding the strategies, educational actions, investment in education, use of free or low-cost versions of applications, and monitoring by guardians stood out. Educational actions proved to be the most effective, surpassing punitive measures. It is concluded that several factors contribute to the practice of digital piracy among adolescents and that well-structured educational strategies are essential to reduce these practices.
