大众文化对数字游戏动机的影响研究

Mert Erkan, K. Y. Şimşek, E. Gümüş
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摘要

随着技术的不断发展和变化,数字游戏的消费也在增加,使用方式也在改变。在土耳其,大约有3000万人对数字游戏感兴趣,并以这种方式度过他们的空闲时间。考虑到Z世代,这些用户中有很大一部分是高中生和大学生。甚至有高中生和大学生继续他们的职业生涯作为电子运动员。确定为什么Z世代更喜欢将数字游戏和体育作为职业或评估业余时间的重要工具,可以为电子竞技文献做出贡献。在这种背景下,本研究的目的是了解Z世代玩数字游戏的动机,并为电子竞技文献做出贡献。本研究采用便捷抽样技术,对335名网络游戏用户进行了抽样调查。在取得资料时;Demir and Hazar (2018);使用公司开发的数字游戏玩动机量表。在数据分析中,根据样本的人口统计学特征(性别、教育程度、年龄和收入、每日和每年的游戏次数),采用方差分析对量表维度进行比较,确定显著差异。通过分析,可以确定男性玩数字游戏的动机高于女性,高中学历的人玩数字游戏的动机高于大学学历的人,并且该年龄段的数字游戏动机与其他年龄段的数字游戏动机没有显著差异。因此,我们研究了Z世代玩数字游戏的动机,并根据人口统计学特征的差异对电子竞技产业和文学提出了建议。然而,我们还可以做更多的工作来帮助我们理解年轻玩家动机的潜在心理过程,特别是在激情和流体验方面。
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Study on the Effect of Popular Culture on Digital Game Motivation
In parallel with the constantly developing and changing technology, there is an increase in the consumption of digital games and a change in the way of use. About 30 million people in Turkey are interested in digital games and spend their free time in this way. Considering the Z generation, a significant portion of these users are high school and university students. There are even high school and university students who continue their professional careers as e-athletes. Determining why the Z generation prefers digital games and sports as a career or an important tool to evaluate their spare time can contribute to the e-sports literature. In this context, the aim of the research is to understand the motivations of generation Z to play digital games and to contribute to the e-sports literature. In the research, 335 digital game users were reached on the internet with the convenience sampling technique. In obtaining the data; Demir and Hazar (2018); Digital game playing motivation scale developed by the company was used. In the analysis of the data, the scale dimensions were compared according to the demographic characteristics of the sample (gender, education, age and income, daily and annual playing times) using variance analysis and significant differences were determined. As a result of the analysis, it has been determined that men have a higher motivation to play digital games than women, those with a high school education level are more motivated to play digital games than those with a university education level, and there is no significant difference in the motivation of playing digital games in the age group from other age groups. As a result, the motivations of the Z generation to play digital games were examined and suggestions were made to the e-sports industry and literature as a result of the differences in demographic characteristics. However, much more can be done to help us understand the underlying psychological processes involved in the motivation of young players, particularly in terms of passion and flow experiences.
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