Araştırma Makalesi

Examining the Motivation to Play Digital Games in Generation Z Individuals from a Serious Leisure Perspective

Cilt: 13 Sayı: 4 20 Aralık 2025
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Examining the Motivation to Play Digital Games in Generation Z Individuals from a Serious Leisure Perspective

Öz

Digital games, which are frequently preferred by individuals in Generation Z as a leisure activity area, constitute the focus of this study. The motivation of individuals born in this period to play digital games and their systematic follow-up in leisure are addressed in this study. In this context, the aim of the study is to examine the motivation to play digital games in Generation Z individuals from a serious leisure perspective. The study utilized the relational screening model, one of the quantitative research methods. The sample group of the study consists of 130 female (%42.6) and 175 male (%57.4) individuals of Generation Z, aged between 18-22, with an average age of 19.511.11, who participate in digital games. The Digital Game Playing Motivation Scale and the Serious Leisure Scale were used as data collection tools. The findings obtained showed that the gender variable did not show a significant difference in terms of success and recovery dimensions of digital game playing motivations (p>.05), but it was concluded that curiosity and social acceptance were in favor of men, and the uncertainty in game request dimension was in favor of women. It is observed that gender does not create a difference in terms of serious leisure personal benefit and social benefit dimensions (p>.05) but there is a significant difference in favor of men in the seriousness dimension. In terms of digital participation time and internet participation time variables, significant differences were found in all sub-dimensions of digital game playing motivation and serious leisure participation. The study results showed that digital game playing motivation is related to serious leisure participation dimensions. In addition, it was determined that the success and recovery and arousal and curiosity and social acceptance dimensions of digital game playing motivations are significant predictors of serious leisure seriousness, personal benefit and social benefit.

Anahtar Kelimeler

Kaynakça

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  3. Beltekin, E., & Kuyulu, I. (2020). Relationship between digital game playing motivation and problem-solving skill. Asian Journal of Education and Training, 6(2), 196–201.
  4. Boyle, E. A., Connolly, T. M., Hainey, T., & Boyle, J. M. (2012). Engagement in digital entertainment games: A systematic review. Computers in Human Behavior, 28(3), 771–780.
  5. Calleja, G. (2010). Digital games and escapism. Games and Culture, 5(4), 335–353.
  6. Carnicelli, S., McGillivray, D., & McPherson, G. (Eds.). (2016). Digital leisure cultures: Critical perspectives. Taylor & Francis.
  7. Cheah, I., Shimul, A. S., & Phau, I. (2022). Motivations of playing digital games: A review and research agenda. Psychology & Marketing, 39(5), 937–950.
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Ayrıntılar

Birincil Dil

İngilizce

Konular

Spor ve Rekreasyon

Bölüm

Araştırma Makalesi

Yayımlanma Tarihi

20 Aralık 2025

Gönderilme Tarihi

6 Mayıs 2025

Kabul Tarihi

21 Ekim 2025

Yayımlandığı Sayı

Yıl 2025 Cilt: 13 Sayı: 4

Kaynak Göster

APA
Er, B., & Cengız, R. (2025). Examining the Motivation to Play Digital Games in Generation Z Individuals from a Serious Leisure Perspective. International Journal of Sport Culture and Science, 13(4), 524-537. https://izlik.org/JA86ER25LJ
AMA
1.Er B, Cengız R. Examining the Motivation to Play Digital Games in Generation Z Individuals from a Serious Leisure Perspective. IntJSCS. 2025;13(4):524-537. https://izlik.org/JA86ER25LJ
Chicago
Er, Batuhan, ve Recep Cengız. 2025. “Examining the Motivation to Play Digital Games in Generation Z Individuals from a Serious Leisure Perspective”. International Journal of Sport Culture and Science 13 (4): 524-37. https://izlik.org/JA86ER25LJ.
EndNote
Er B, Cengız R (01 Aralık 2025) Examining the Motivation to Play Digital Games in Generation Z Individuals from a Serious Leisure Perspective. International Journal of Sport Culture and Science 13 4 524–537.
IEEE
[1]B. Er ve R. Cengız, “Examining the Motivation to Play Digital Games in Generation Z Individuals from a Serious Leisure Perspective”, IntJSCS, c. 13, sy 4, ss. 524–537, Ara. 2025, [çevrimiçi]. Erişim adresi: https://izlik.org/JA86ER25LJ
ISNAD
Er, Batuhan - Cengız, Recep. “Examining the Motivation to Play Digital Games in Generation Z Individuals from a Serious Leisure Perspective”. International Journal of Sport Culture and Science 13/4 (01 Aralık 2025): 524-537. https://izlik.org/JA86ER25LJ.
JAMA
1.Er B, Cengız R. Examining the Motivation to Play Digital Games in Generation Z Individuals from a Serious Leisure Perspective. IntJSCS. 2025;13:524–537.
MLA
Er, Batuhan, ve Recep Cengız. “Examining the Motivation to Play Digital Games in Generation Z Individuals from a Serious Leisure Perspective”. International Journal of Sport Culture and Science, c. 13, sy 4, Aralık 2025, ss. 524-37, https://izlik.org/JA86ER25LJ.
Vancouver
1.Batuhan Er, Recep Cengız. Examining the Motivation to Play Digital Games in Generation Z Individuals from a Serious Leisure Perspective. IntJSCS [Internet]. 01 Aralık 2025;13(4):524-37. Erişim adresi: https://izlik.org/JA86ER25LJ
IntJSCS is published by International Science Culture and Sport Association (ISCSA).