Research Article
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Year 2025, Volume: 7 Issue: 2, 212 - 235, 26.12.2025
https://doi.org/10.71249/ssci.1833837

Abstract

Project Number

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References

  • Arnett, J. J. (2000) . Emerging adulthood: A theory of development from the late teens through the twenties. American Psychologist, 55(5), 469–480. https://doi.org/10.1037/0003-066X.55.5.469
  • Cianfrone, B. A., Zhang, J. J., Trail, G. T., & Lutz, R. J. (2011). Effect of team identification on motives, purchase intention and attendance of sport consumers. Sport Marketing Quarterly, 20(2), 80–90.
  • Crawford , G. (2008). Video gamers. Routledge.
  • Deci , E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behaviour. Springer.
  • Derelioğlu , M., & Özgen, A. (2025). The cultural reproduction of sport in the context of digital games. Journal of Education and Technology Research, 5(1), 45–62.
  • Kilci , M. (2020). Adaptation of the digital sports games motivation scale into Turkish: Validity and reliability study. Journal of Sports Sciences, 31(2), 112–125.
  • Kim, Y. K., & Ross, S. D. (2006). An exploration of motives in sport video gaming. International Journal of Sports Marketing and Sponsorship, 7(1), 28–40. https://doi.org/10.1108/IJSMS-07-01-2006-B004
  • Maslow , A. H. (1943). A theory of human motivation. Psychological Review, 50(4), 370–396. https://doi.org/10.1037/h0054346
  • Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8), 19–29. https://doi.org/10.3102/0013189X035008019
  • Yıldırım , A., & Ergene, T. (2003). Coping with stress and psychological resilience among university students. Turkish Journal of Psychological Counselling and Guidance, 4(20), 17–26.
  • Keçeci, O., Dutkin, E., Atalmış, E., & Seyhan, S. (2024). Investigation of motivation levels of university students studying in Turkey to play digital sports games. Trakya Journal of Education, 14(3), 2268–2278. https://doi.org/10.24315/tred.1519006
  • Çırak, N. S., & Erol, O. (2020). What are the factors that affect the motivation of digital gamers? Participatory Educational Research, 7(1), 184–200. https://doi.org/10.17275/per.20.11.7.1
  • Kılmen, S. (2015). Applied statistical analyses with SPSS. Pegem Academy.

Examining the Motivations for Playing Digital Sports Games: The Case of Kastamonu University

Year 2025, Volume: 7 Issue: 2, 212 - 235, 26.12.2025
https://doi.org/10.71249/ssci.1833837

Abstract

This study examines the factors determining the motivation of Kastamonu University students to play digital sports games. Fifty-two students, randomly and voluntarily selected from different faculties, participated in the research. Data were collected using a Personal Information Form and the Digital Sports Games Motivation Scale (DSOMÖ) and evaluated using normal distribution tests, parametric and non-parametric analyses (t-test, ANOVA, Mann-Whitney U, Kruskal-Wallis) in the SPSS programme. The findings indicate that the dimensions of entertainment and social interaction are particularly decisive in students' orientation towards digital sports games. Furthermore, it was found that female students' overall motivation levels were significantly higher than those of male students. Given the limited research on digital sports game motivation in Turkey, this study makes a unique contribution to the literature and demonstrates that digital sports games are not merely a recreational activity for young people, but also a tool that fulfils their social and psychological needs.

Project Number

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References

  • Arnett, J. J. (2000) . Emerging adulthood: A theory of development from the late teens through the twenties. American Psychologist, 55(5), 469–480. https://doi.org/10.1037/0003-066X.55.5.469
  • Cianfrone, B. A., Zhang, J. J., Trail, G. T., & Lutz, R. J. (2011). Effect of team identification on motives, purchase intention and attendance of sport consumers. Sport Marketing Quarterly, 20(2), 80–90.
  • Crawford , G. (2008). Video gamers. Routledge.
  • Deci , E. L., & Ryan, R. M. (1985). Intrinsic motivation and self-determination in human behaviour. Springer.
  • Derelioğlu , M., & Özgen, A. (2025). The cultural reproduction of sport in the context of digital games. Journal of Education and Technology Research, 5(1), 45–62.
  • Kilci , M. (2020). Adaptation of the digital sports games motivation scale into Turkish: Validity and reliability study. Journal of Sports Sciences, 31(2), 112–125.
  • Kim, Y. K., & Ross, S. D. (2006). An exploration of motives in sport video gaming. International Journal of Sports Marketing and Sponsorship, 7(1), 28–40. https://doi.org/10.1108/IJSMS-07-01-2006-B004
  • Maslow , A. H. (1943). A theory of human motivation. Psychological Review, 50(4), 370–396. https://doi.org/10.1037/h0054346
  • Squire, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8), 19–29. https://doi.org/10.3102/0013189X035008019
  • Yıldırım , A., & Ergene, T. (2003). Coping with stress and psychological resilience among university students. Turkish Journal of Psychological Counselling and Guidance, 4(20), 17–26.
  • Keçeci, O., Dutkin, E., Atalmış, E., & Seyhan, S. (2024). Investigation of motivation levels of university students studying in Turkey to play digital sports games. Trakya Journal of Education, 14(3), 2268–2278. https://doi.org/10.24315/tred.1519006
  • Çırak, N. S., & Erol, O. (2020). What are the factors that affect the motivation of digital gamers? Participatory Educational Research, 7(1), 184–200. https://doi.org/10.17275/per.20.11.7.1
  • Kılmen, S. (2015). Applied statistical analyses with SPSS. Pegem Academy.
There are 13 citations in total.

Details

Primary Language English
Subjects Instructional Technologies
Journal Section Research Article
Authors

Gazi Ünlü 0009-0002-5752-6698

Halil İbrahim Akyüz 0000-0002-1614-3271

Project Number ---
Submission Date December 3, 2025
Acceptance Date December 26, 2025
Publication Date December 26, 2025
Published in Issue Year 2025 Volume: 7 Issue: 2

Cite

APA Ünlü, G., & Akyüz, H. İ. (2025). Examining the Motivations for Playing Digital Sports Games: The Case of Kastamonu University. Social Scientific Centered Issues, 7(2), 212-235. https://doi.org/10.71249/ssci.1833837

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