Identifying Factors Encouraging University Students to Play Computer Games

Authors

  • Recep ÖZ 1 Murat Tolga KAYALAR2 Ayhan KOÇ

Keywords:

Game, Computer games, Game addiction, Computer game addiction

Abstract

The study employed a quantitative research design using the general survey model to understand a large research population without intervening in variables. It involved 552 teacher candidates from an education faculty in Eastern Anatolia, Turkey, with 142 males and 410 females participating voluntarily. Data were collected using the Computer Game Motivation Scale (CGMS) with 17 items and five sub-dimensions (Concentration, Enjoyment, Escape, Learning, and Socialization), assessed on a five-point Likert scale (1 = Strongly Disagree, 5 = Strongly Agree). 

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Published

2024-01-01

How to Cite

Recep ÖZ 1 Murat Tolga KAYALAR2 Ayhan KOÇ. (2024). Identifying Factors Encouraging University Students to Play Computer Games. PJDOL, 9(2). Retrieved from https://ojs.aiou.edu.pk/index.php/pjdol/article/view/1897

Issue

Section

Articles