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

Yıl 2025, Cilt: 13 Sayı: 4, 524 - 537, 20.12.2025

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.

Kaynakça

  • Alexiou, A., Schippers, M., & Oshri, I. (2012). Positive psychology and digital games: The role of emotions and psychological flow in serious games development. Psychology, 3(12), 1243–1247.
  • Bayrak, A., Demirel, M., & Demirel, D. H. (2023). Dijital oyun bağımlılığının ciddi boş zaman faaliyeti perspektifinden incelenmesi. Çatalhöyük Uluslararası Turizm ve Sosyal Araştırmalar Dergisi, (11), 1–11.
  • 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.
  • 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.
  • Calleja, G. (2010). Digital games and escapism. Games and Culture, 5(4), 335–353.
  • Carnicelli, S., McGillivray, D., & McPherson, G. (Eds.). (2016). Digital leisure cultures: Critical perspectives. Taylor & Francis.
  • Cheah, I., Shimul, A. S., & Phau, I. (2022). Motivations of playing digital games: A review and research agenda. Psychology & Marketing, 39(5), 937–950.
  • Cota, T. T., & Ishitani, L. (2015). Motivation and benefits of digital games for the elderly: A systematic literature review. Revista Brasileira de Computação Aplicada, 7(1), 2–16.
  • De Grove, F., Cauberghe, V., & Van Looy, J. (2016). Development and validation of an instrument for measuring individual motives for playing digital games. Media Psychology, 19(1), 101–125.
  • Ekman, I., Chanel, G., Järvelä, S., Kivikangas, J. M., Salminen, M., & Ravaja, N. (2012). Social interaction in games: Measuring physiological linkage and social presence. Simulation & Gaming, 43(3), 321–338.
  • Er, B., & Cengiz, R. (2023). The effect of digital leisure participation purposes on flow experience and leisure satisfaction. Journal of ROL Sport Sciences, 544–565.
  • Erol, O., & Çırak, N. S. (2020). What are the factors that affect the motivation of digital gamers? Participatory Educational Research, 7(1), 184–200.
  • Frommel, J., Klarkowski, M., & Mandryk, R. L. (2021). The struggle is Spiel: On failure and success in games. In Proceedings of the 16th International Conference on the Foundations of Digital Games (pp. 1–12).
  • Güler, M. S., & Çakır, E. (2020). Analysis of the relationship between digital game playing motivation and physical activity. African Educational Research Journal, 8, 9–16.
  • Hazar, Z. (2019). An analysis of the relationship between digital game playing motivation and digital game addiction among children. Asian Journal of Education and Training, 5(1), 31–38.
  • Heo, J., Stebbins, R. A., Kim, J., & Lee, I. (2013). Serious leisure, life satisfaction, and health of older adults. Leisure Sciences, 35(1), 16–32.
  • Işık, U., Kalkavan, A., & Demirel, M. (2020). Ciddi boş zaman ölçeği-kısa formu (18 madde)’nun faktör yapısının Türkiye örneklemine yönelik sınanması: Geçerlik ve güvenirlik çalışması. Spormetre: Beden Eğitimi ve Spor Bilimleri Dergisi, 18(3).
  • Karasar, N. (2020). Bilimsel araştırma yöntemi: Kavramlar, ilkeler ve teknikler. Nobel Akademik Yayıncılık.
  • Kneer, J., & Glock, S. (2013). Escaping in digital games: The relationship between playing motives and addictive tendencies in males. Computers in Human Behavior, 29(4), 1415–1420.
  • Kümpel, A. S., & Unkel, J. (2017). The effects of digital games on hedonic, eudaimonic and telic entertainment experiences. Journal of Gaming & Virtual Worlds, 9(1), 21–37.
  • Kwak, D. H., Deng, S., Kuem, J., & Kim, S. (2021). How to achieve goals in digital games? An empirical test of a goal-oriented model in Pokémon GO. Journal of the Association for Information Systems.
  • Lee, H. R., & Jeong, E. J. (2013). Creative evolution of digital leisure culture: Serious games. The Journal of the Korea Contents Association, 13(12), 48–61.
  • Liu, H., & Yu, B. (2015). Serious leisure, leisure satisfaction and subjective well-being of Chinese university students. Social Indicators Research, 122, 159–174.
  • Possler, D., Kümpel, A. S., & Unkel, J. (2020). Entertainment motivations and gaming-specific gratifications as antecedents of digital game enjoyment and appreciation. Psychology of Popular Media, 9(4), 541.
  • Reer, F., & Quandt, T. (2019). Digital games and well-being: An overview. In Video games and well-being: Press start (pp. 1–21).
  • Silverman, M. (2006). Beyond fun in games: The serious leisure of the power gamer (Doctoral dissertation, Concordia University).
  • Stenseng, F., Falch-Madsen, J., & Hygen, B. W. (2021). Are there two types of escapism? Exploring a dualistic model of escapism in digital gaming and online streaming. Psychology of Popular Media, 10(3), 319.
  • Takatalo, J., Häkkinen, J., Kaistinen, J., & Nyman, G. (2010). Presence, involvement, and flow in digital games. In Evaluating user experience in games: Concepts and methods (pp. 23–46).
  • Tekkurşun-Demir, G., & Hazar, Z. (2018). Dijital oyun oynama motivasyonu ölçeği (DOOMÖ): Geçerlik ve güvenirlik çalışması. Beden Eğitimi ve Spor Bilimleri Dergisi, 12(2), 128–139.
  • Tekkurşun-Demir, G., & Cicioğlu, H. İ. (2019). Fiziksel aktiviteye katılım motivasyonu ile dijital oyun oynama motivasyonu arasındaki ilişkinin incelenmesi. Spormetre Beden Eğitimi ve Spor Bilimleri Dergisi, 17(3), 23–34.
  • Tomlinson, C. (2022). Gender, stress, satisfaction, and persistence: The complex state of digital games as leisure. Acta Ludologica, 5(1), 42–58.
  • Tüver, A., & Gümüş, H. (2024). Dijital oyun oynama motivasyonu ve serbest zaman fiziksel aktivite kısıtlayıcıları arasındaki ilişki: Ortaöğretim öğrencileri üzerine bir inceleme. Türkiye Spor Bilimleri Dergisi, 8(2), 59–74.
  • Yu, Z., Gao, M., & Wang, L. (2021). The effect of educational games on learning outcomes, student motivation, engagement and satisfaction. Journal of Educational Computing Research, 59(3), 522–546.
  • Wang, C. K. J., Khoo, A., Liu, W. C., & Divaharan, S. (2008). Passion and intrinsic motivation in digital gaming. CyberPsychology & Behavior, 11(1), 39–45.
  • Wallenius, M., Rimpelä, A., Punamäki, R. L., & Lintonen, T. (2009). Digital game playing motives among adolescents: Relations to parent–child communication, school performance, sleeping habits, and perceived health. Journal of Applied Developmental Psychology, 30(4), 463–474.

Z Kuşağı Bireylerde Ciddi Serbest Serbest Zaman Perspektifinden Dijital Oyun Oynama Motivasyonunun İncelenmesi

Yıl 2025, Cilt: 13 Sayı: 4, 524 - 537, 20.12.2025

Öz

Z kuşağı içerisinde yer alan bireylerin, serbest zaman değerlendirme alanı olarak sıklıkla tercih ettiği dijital oyunlar bu çalışmanın odak noktasını oluşturmaktadır. Bu dönemde doğan bireylerin, dijital oyun oynamaya yönelik motivasyonu ve serbest zamanda sistematik takibi bu çalışmayla ele alınmaktadır. Bu doğrultuda çalışmanın amacı, Z kuşağı bireylerde ciddi serbest zaman perspektifinden dijital oyun oynama motivasyonunun incelenmesidir. Çalışmada nicel araştırma yöntemlerinden ilişkisel tarama modelinden yararlanılmıştır. Araştırmanın örneklem grubunu dijital oyunlara katılan 18-22 yaş aralığındaki 19.511.11 yaş ortalamasına sahip 130 kadın (%42,6) ve 175 erkek (%57,4) Z kuşağı birey oluşturmaktadır. Veri toplama aracı olarak Dijital Oyun Motivasyonu Ölçeği ve Ciddi Boş Zaman Ölçeği kullanılmıştır. Elde edilen bulgular cinsiyet değişkeninin, dijital oyun oynama motivasyonlarından başarı ve canlanma boyutu açısından anlamlı bir farklılık göstermediğini (p>.05) ancak merak ve kabulün erkekler lehine, oyun isteğinde belirsizlik boyutunun ise kadınlar lehine anlamlı farklılık gösterdiği sonucuna ulaşılmıştır. Ciddi serbest zaman kişisel fayda ve sosyal fayda boyutları açısından cinsiyetin farklılık yaratmadığı (p>.05) ancak ciddiyet boyutunda erkekler lehine anlamlı farklılaştığı görülmektedir. Dijital katılım süresi ve internet katılım süresi değişkenleri açısından da dijital oyun oynama motivasyonu ve ciddi serbest zaman katılım tüm alt boyutlarında anlamlı farklılıklar tespit edilmiştir. Çalışma sonuçları dijital oyun oynama motivasyonunun, ciddi serbest zaman katılım boyutlarıyla ilişkili olduğunu göstermiştir. Bununla birlikte dijital oyun oynama motivasyonlarını ifade eden başarı ve canlanma ile merak ve kabul boyutlarının ciddi serbest zaman ciddiyet, kişisel fayda ve sosyal faydanın anlamlı yordayıcıları olduğu tespit edilmiştir.

Kaynakça

  • Alexiou, A., Schippers, M., & Oshri, I. (2012). Positive psychology and digital games: The role of emotions and psychological flow in serious games development. Psychology, 3(12), 1243–1247.
  • Bayrak, A., Demirel, M., & Demirel, D. H. (2023). Dijital oyun bağımlılığının ciddi boş zaman faaliyeti perspektifinden incelenmesi. Çatalhöyük Uluslararası Turizm ve Sosyal Araştırmalar Dergisi, (11), 1–11.
  • 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.
  • 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.
  • Calleja, G. (2010). Digital games and escapism. Games and Culture, 5(4), 335–353.
  • Carnicelli, S., McGillivray, D., & McPherson, G. (Eds.). (2016). Digital leisure cultures: Critical perspectives. Taylor & Francis.
  • Cheah, I., Shimul, A. S., & Phau, I. (2022). Motivations of playing digital games: A review and research agenda. Psychology & Marketing, 39(5), 937–950.
  • Cota, T. T., & Ishitani, L. (2015). Motivation and benefits of digital games for the elderly: A systematic literature review. Revista Brasileira de Computação Aplicada, 7(1), 2–16.
  • De Grove, F., Cauberghe, V., & Van Looy, J. (2016). Development and validation of an instrument for measuring individual motives for playing digital games. Media Psychology, 19(1), 101–125.
  • Ekman, I., Chanel, G., Järvelä, S., Kivikangas, J. M., Salminen, M., & Ravaja, N. (2012). Social interaction in games: Measuring physiological linkage and social presence. Simulation & Gaming, 43(3), 321–338.
  • Er, B., & Cengiz, R. (2023). The effect of digital leisure participation purposes on flow experience and leisure satisfaction. Journal of ROL Sport Sciences, 544–565.
  • Erol, O., & Çırak, N. S. (2020). What are the factors that affect the motivation of digital gamers? Participatory Educational Research, 7(1), 184–200.
  • Frommel, J., Klarkowski, M., & Mandryk, R. L. (2021). The struggle is Spiel: On failure and success in games. In Proceedings of the 16th International Conference on the Foundations of Digital Games (pp. 1–12).
  • Güler, M. S., & Çakır, E. (2020). Analysis of the relationship between digital game playing motivation and physical activity. African Educational Research Journal, 8, 9–16.
  • Hazar, Z. (2019). An analysis of the relationship between digital game playing motivation and digital game addiction among children. Asian Journal of Education and Training, 5(1), 31–38.
  • Heo, J., Stebbins, R. A., Kim, J., & Lee, I. (2013). Serious leisure, life satisfaction, and health of older adults. Leisure Sciences, 35(1), 16–32.
  • Işık, U., Kalkavan, A., & Demirel, M. (2020). Ciddi boş zaman ölçeği-kısa formu (18 madde)’nun faktör yapısının Türkiye örneklemine yönelik sınanması: Geçerlik ve güvenirlik çalışması. Spormetre: Beden Eğitimi ve Spor Bilimleri Dergisi, 18(3).
  • Karasar, N. (2020). Bilimsel araştırma yöntemi: Kavramlar, ilkeler ve teknikler. Nobel Akademik Yayıncılık.
  • Kneer, J., & Glock, S. (2013). Escaping in digital games: The relationship between playing motives and addictive tendencies in males. Computers in Human Behavior, 29(4), 1415–1420.
  • Kümpel, A. S., & Unkel, J. (2017). The effects of digital games on hedonic, eudaimonic and telic entertainment experiences. Journal of Gaming & Virtual Worlds, 9(1), 21–37.
  • Kwak, D. H., Deng, S., Kuem, J., & Kim, S. (2021). How to achieve goals in digital games? An empirical test of a goal-oriented model in Pokémon GO. Journal of the Association for Information Systems.
  • Lee, H. R., & Jeong, E. J. (2013). Creative evolution of digital leisure culture: Serious games. The Journal of the Korea Contents Association, 13(12), 48–61.
  • Liu, H., & Yu, B. (2015). Serious leisure, leisure satisfaction and subjective well-being of Chinese university students. Social Indicators Research, 122, 159–174.
  • Possler, D., Kümpel, A. S., & Unkel, J. (2020). Entertainment motivations and gaming-specific gratifications as antecedents of digital game enjoyment and appreciation. Psychology of Popular Media, 9(4), 541.
  • Reer, F., & Quandt, T. (2019). Digital games and well-being: An overview. In Video games and well-being: Press start (pp. 1–21).
  • Silverman, M. (2006). Beyond fun in games: The serious leisure of the power gamer (Doctoral dissertation, Concordia University).
  • Stenseng, F., Falch-Madsen, J., & Hygen, B. W. (2021). Are there two types of escapism? Exploring a dualistic model of escapism in digital gaming and online streaming. Psychology of Popular Media, 10(3), 319.
  • Takatalo, J., Häkkinen, J., Kaistinen, J., & Nyman, G. (2010). Presence, involvement, and flow in digital games. In Evaluating user experience in games: Concepts and methods (pp. 23–46).
  • Tekkurşun-Demir, G., & Hazar, Z. (2018). Dijital oyun oynama motivasyonu ölçeği (DOOMÖ): Geçerlik ve güvenirlik çalışması. Beden Eğitimi ve Spor Bilimleri Dergisi, 12(2), 128–139.
  • Tekkurşun-Demir, G., & Cicioğlu, H. İ. (2019). Fiziksel aktiviteye katılım motivasyonu ile dijital oyun oynama motivasyonu arasındaki ilişkinin incelenmesi. Spormetre Beden Eğitimi ve Spor Bilimleri Dergisi, 17(3), 23–34.
  • Tomlinson, C. (2022). Gender, stress, satisfaction, and persistence: The complex state of digital games as leisure. Acta Ludologica, 5(1), 42–58.
  • Tüver, A., & Gümüş, H. (2024). Dijital oyun oynama motivasyonu ve serbest zaman fiziksel aktivite kısıtlayıcıları arasındaki ilişki: Ortaöğretim öğrencileri üzerine bir inceleme. Türkiye Spor Bilimleri Dergisi, 8(2), 59–74.
  • Yu, Z., Gao, M., & Wang, L. (2021). The effect of educational games on learning outcomes, student motivation, engagement and satisfaction. Journal of Educational Computing Research, 59(3), 522–546.
  • Wang, C. K. J., Khoo, A., Liu, W. C., & Divaharan, S. (2008). Passion and intrinsic motivation in digital gaming. CyberPsychology & Behavior, 11(1), 39–45.
  • Wallenius, M., Rimpelä, A., Punamäki, R. L., & Lintonen, T. (2009). Digital game playing motives among adolescents: Relations to parent–child communication, school performance, sleeping habits, and perceived health. Journal of Applied Developmental Psychology, 30(4), 463–474.
Toplam 35 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Spor ve Rekreasyon
Bölüm Araştırma Makalesi
Yazarlar

Batuhan Er 0000-0002-4269-4149

Recep Cengız 0000-0003-4097-2237

Gönderilme Tarihi 6 Mayıs 2025
Kabul Tarihi 21 Ekim 2025
Yayımlanma Tarihi 20 Aralık 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.
IntJSCS is published by International Science Culture and Sport Association (ISCSA).