Journals / FOCUSS Spor Yönetimi Araştırmaları Dergisi / 2021 / Cilt: 2 - Sayı: 1

Motivation Sources of E-sports: A Study on University Students

E-spor Oyuncularının Motivasyon Kaynakları: Üniversite Öğrencileri Üzerine Bir Uygulama

Pages
17–34
Publication Date
2021-12-31
DOI
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AI Summary & Key Takeaways

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

Results show that that as playing time increased, participants’ motivation for entertainment, escaping from the real world and benefit increased.

📌 3 Key Takeaways

🎯
Objective & Hypothesis:Due to the rapid development of information technology, computer games are played widely by every age group since the 1980’s.
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Key Findings & Data:In this context, Computer Gaming Motivation Scale developed by Munusturlar and Munusturlar (2018) was applied to 213 undergraduate students attending Bolu Abant Izzet Baysal University and Düzce University.
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Conclusion & Impact:Results show that that as playing time increased, participants’ motivation for entertainment, escaping from the real world and benefit increased.
🔬Design:Research Article
📍Scope:2018 Verileri
⚙️Variables:E-spor · Bilgisayar oyunları · Motivasyon

Abstract

Due to the rapid development of information technology, computer games are played widely by every age group since the 1980’s. This study aimed to present the motives for the players who play computer games. In this context, Computer Gaming Motivation Scale developed by Munusturlar and Munusturlar (2018) was applied to 213 undergraduate students attending Bolu Abant Izzet Baysal University and Düzce University. After the factor analysis, the 17-item scale was found to include 3 factors: “entertainment”, “benefit“and “escape”. T-test and One-Way Variance Analysis (ANOVA) were applied to the data. Results show that that as playing time increased, participants’ motivation for entertainment, escaping from the real world and benefit increased.

Özet

1980’lerden bu yana bilişim teknolojisinin hızlı gelişimiyle bilgisayar oyunları, her yaş grubu birey tarafından yaygın bir şekilde oynanmaktadır. Bu çalışmanın amacı, bilgisayar oyunu oynayan oyuncuların motivasyon kaynaklarının ortaya konulmasıdır. Bu kapsamda Munusturlar ve Munusturlar (2018) tarafından geliştirilen Bilgisayar Oyunları Motivasyon Ölçeği, Bolu Abant İzzet Baysal Üniversitesi ve Düzce Üniversitesi’nde öğrenim gören 213 lisans öğrencisine uygulanmıştır. 17 maddelik ölçek, faktör analizi sonucunda, “haz”, “fayda” ve “kaçış” olarak isimlendirilen 3 faktöre indirgenmiştir. Verilere t testi ve Tek Yönlü Varyans Analizi uygulanmıştır. Sonuç olarak katılımcıların bilgisayarda oyun oynama süresi arttıkça haz duyma, gerçek dünyadan kaçış ve fayda konusundaki motivasyonlarının yükseldiği saptanmıştır.

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Cite This Article

ÖZSOY, S., SİVRİKAYA, Ö. (2021). Motivation Sources of E-sports: A Study on University Students. FOCUSS Spor Yönetimi Araştırmaları Dergisi, Cilt: 2 - Sayı: 1, 17–34. https://ajindex.com/articles/830958

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