Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

Factors directing individuals to computer games in the process of evaluating recreational activities

Bibliographic Data

ID12966198
AuthorsKadir Yıldız (0000-0003-3347-0319, Manisa Celal Bayar University, corresponding author), Pınar Güzel Gürbüz (0000-0001-5982-2816, Manisa Celal Bayar University), Melike Esentaş (0000-0001-8980-5662, Manisa Celal Bayar University)
Year2020
Volume88
Issue1
Pages31-40
Publication date2020-07-10
Open AccessYes
TypeARTICLE
VenuePhysical Culture and Sport Studies and Research (JOURNAL)
Journal identifiersISSN: 1899-4849 • E-ISSN: 2081-2221
PublisherDe Gruyter Open (PUBLISHER • PL)
DOI10.2478/pcssr-2020-0023
OpenAlexW3041616310
LanguageEN
Citations received1
References cited24

This study aims to examine the motivational factors that direct individuals to computer games in the process of evaluating leisure activities. The study is designed in descriptive and relational survey models, which are among the quantitative research patterns. A total of 1677 individuals participated in the study. A personal information form and the Computer Gaming Motivation Scale were used. An independent sample t-test, one-way analysis of variance, and Pearson correlation test were used to analyze the data. According to the results, there were significant differences in the concentration, entertainment, escape, learning, and socialization sub-dimensions of the participants in favor of the groups playing in Internet cafes. The findings indicate that when more time is spent with information and communication technologies, there is a decrease in concentration and an increase in entertainment and escape. Furthermore, when the relationship between the sub-dimensions of the scale was examined, positively moderate and high correlations were found among concentration, entertainment, escape, learning, and socialization. As a result, rapid technological changes and developments provide many opportunities for individuals. It is thought that individuals’ busy work lives and monotonous daily routines cause them to prefer easily accessible activities during their leisure time

Descriptive statistics · Developmental psychology · Entertainment · Geography · Leisure time · Physical activity · Recreation · Sample (material · Scale (ratio · Socialization · Statistics · Test (biology · The Internet · World Wide Web · Applied Psychology · Computer Science · Digital Games and Media · Educational Games and Gamification · Impact of Technology on Adolescents · Mathematics · Psychology · Social Psychology

  • Overviewing Gaming Motivation and Its Associated Psychological and Sociodemographic Variables

    Open Access•Alessia Martucci, Mustafa Can Gursesli et al.•Human Behavior and Emerging…•2023

  • The Mediating Effect of Gaming Motivation Between Psychiatric Symptoms and Problematic Online Gaming

    Open Access•Orsolya Király, Róbert Urbán et al.•Journal of Medical Internet…•2015

  • Playing for Real

    Open Access•Tom Baranowski, Richard Buday et al.•American Journal of Preventive…•2008

  • A vacation from your mind

    Open Access•J G Snodgra, Jeffrey G Snodgrass et al.•Computers in Human Behavior•2014

  • Development and Validation of a Game Addiction Scale for Adolescents

    Jeroen S Lemmens, Patti M Valkenburg et al.•Media Psychology•2009

  • Multiple determinants of life quality

    Open Access•Louis Leung, Paul S N Lee•Telematics and Informatics•2004

  • Online video game addiction

    Open Access•Antonius J van Rooij, Tim M Schoenmakers et al.•Addiction•2010

  • Measuring problem video game playing in adolescents

    Open Access•Ricardo Tejeiro, Ricardo A Tejeiro Salguero et al.•Addiction•2002

  • Exergames Experience in Physical Education

    Open Access•Cesar Augusto Otero Vaghetti, Renato Sobra Monteiro Junior et al.•Physical Culture and Sport…•2018

  • Do gaming motives mediate between psychiatric symptoms and problematic gaming? An empirical survey study

    Matteo Ballabio, Mark D Griffiths et al.•Addiction Research & Theory•2017

  • Gender dynamics and the social and spatial organization of computer gaming

    Jo Bryce, Jason Rutter•Leisure Studies•2003

  • The benefits of playing video games

    Isabela Granic, Adam Lobel et al.•American Psychologist•2013

  • Digital Living

    Open Access•Ben Anderson, Karina Tracey•American Behavioral Scientist•2001

  • The Labor of Fun

    Open Access•Nick Yee•Games and Culture•2006

Citations per year0.33
Citation span2023 - 2023 (1)
Highly citedNo

Tools

Open DOIOpen Access
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae