Journals / International Journal of Sport Culture and Science / 2026 / Cilt: 12 Sayı: 1

Investigation of Digital Game Playing Time and Motivation of Sport Sciences Students

Mehmet Çebi(Ondokuz Mayıs Üniversitesi Yaşar Doğu Spor Bilimleri Fakültesi)0000-0002-4055-728X
Yücel İnaç(ONDOKUZ MAYIS ÜNİVERSİTESİ)0000-0002-4093-1462
Ali İhsan Çebi(T.C. Milli Eğitim Bakanlığı)0000-0003-2773-7312
Pages
34–44
Publication Date
2024-03-24
DOI
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AI Summary & Key Takeaways

AI Insight
⚡ TL;DR(Too Long; Didn't Read)

It can be said that students are influenced by extrinsic sources of motivation in line with their desires and needs in the direction of the target behaviour, as the level of curiosity-social acceptance increases.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:The aim of this study was to investigate the time spent playing digital games and the motivation of Sports Sciences students.
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Key Findings & Data:A total of 192 students (122 males, 70 females) who are studying at the Faculty of Physical Education of Ondokuz Mayıs University Yaşar Doğu took part in the study.
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Conclusion & Impact:It can be said that students are influenced by extrinsic sources of motivation in line with their desires and needs in the direction of the target behaviour, as the level of curiosity-social acceptance increases.
🔬Design:Araştırma Makalesi
📍Scope:Comprehensive Sample
⚙️Variables:Sport Sciences · Digital Game · Motivation

Abstract

The aim of this study was to investigate the time spent playing digital games and the motivation of Sports Sciences students. A total of 192 students (122 males, 70 females) who are studying at the Faculty of Physical Education of Ondokuz Mayıs University Yaşar Doğu took part in the study. The data collection instruments used in this study were the digital game playing motivation scale and the digital game playing attitude scale. For data analysis, SPSS 21 package was used. Independent samples t-test and ANOVA tests were used for data evaluation. Significance was set at 0.05 to compare all variables. There was no significant difference in attitude and motivation to play digital games according to gender, class, height, age and father's educational level among the students of Sports Sciences (p > 0.05). A significant difference was found between the behavioural sub-dimensions of attitude towards digital games and the curiosity and social acceptance sub-dimensions of motivation towards digital games according to the level of education of the mothers (p<0.05). As a result, the curiosity-social acceptance sub-dimensions of the digital game playing motivation scale increase as the level of parental education increases, according to the data obtained from the parental education variable. It can be said that students are influenced by extrinsic sources of motivation in line with their desires and needs in the direction of the target behaviour, as the level of curiosity-social acceptance increases.

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Cite This Article

Çebi, M., İnaç, Y., Çebi, A. İ. (2024). Investigation of Digital Game Playing Time and Motivation of Sport Sciences Students. International Journal of Sport Culture and Science, Cilt: 12 Sayı: 1, 34–44. https://ajindex.com/articles/1498310

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