A Qualitative Research of Young People's Motivation to Start, Continue, Reduce and Quit Playing Online Multiplayer Games on Computer

dc.authoridKahraman, Aysun/0000-0003-4210-3924
dc.authoridKazancoglu, Ipek/0000-0001-8251-5451
dc.authorscopusid57208575060
dc.authorscopusid36598380300
dc.authorwosidKahraman, Aysun/AAH-8790-2020
dc.contributor.authorKahraman, Aysun
dc.contributor.authorKazancoglu, Ipek
dc.date.accessioned2023-01-12T19:59:38Z
dc.date.available2023-01-12T19:59:38Z
dc.date.issued2022
dc.departmentN/A/Departmenten_US
dc.description.abstractThe aim of this research is to understand why young people start, continue, reduce, and intend to quit playing online multiplayer games. In-depth interviews were conducted with 25 male undergraduate students who continue to play online multiplayer games. Interview transcripts were analyzed through MAXQDA 2020 with content analysis. The four themes and eleven categories were revealed: starting (social, involvement), continuing (achievement, social, immersion, enjoyment, monetary), reducing (conflict, negative emotions) and intention to quit (non-involvement, self-regulation). The most-reported categories under each theme were involvement, achievement, conflict, and non-involvement, respectively. Socializing was the most-reported subcategory for the starting theme; advancement, refreshment, socializing for the continuing theme; deterioration of performance and health for the reducing theme; lack of interest/enjoyment; lack of time for intention to quit theme. The study contributes by providing a holistic perspective for understanding young peoples' motivation factors to start, continue, reduce, and intend to quit.en_US
dc.identifier.doi10.1080/10447318.2022.2096041
dc.identifier.issn1044-7318
dc.identifier.issn1532-7590
dc.identifier.issn1044-7318en_US
dc.identifier.issn1532-7590en_US
dc.identifier.scopus2-s2.0-85134372455en_US
dc.identifier.scopusqualityQ1en_US
dc.identifier.urihttps://doi.org/10.1080/10447318.2022.2096041
dc.identifier.urihttps://hdl.handle.net/11454/77206
dc.identifier.wosWOS:000827509100001en_US
dc.identifier.wosqualityQ1en_US
dc.indekslendigikaynakScopusen_US
dc.indekslendigikaynakWeb of Scienceen_US
dc.language.isoenen_US
dc.publisherTaylor & Francis Incen_US
dc.relation.ispartofInternational Journal Of Human-Computer Interactionen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectSelf-Determination Theoryen_US
dc.subjectIntrinsic Motivationen_US
dc.subjectGaming Addictionen_US
dc.subjectVideo Gamesen_US
dc.subjectGenderen_US
dc.subjectPlayeren_US
dc.subjectDeterminantsen_US
dc.subjectExperiencesen_US
dc.subjectGratificationsen_US
dc.subjectPredictorsen_US
dc.titleA Qualitative Research of Young People's Motivation to Start, Continue, Reduce and Quit Playing Online Multiplayer Games on Computeren_US
dc.typeArticleen_US

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