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

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.

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Publication Details

Journal
International Journal of Sport Culture and Science
Published
2025-12-20
DOI
https://doi.org/10.14486/intjscs.2025.768
Primary Topic
Recreation, Leisure, Wilderness Management
Type
article
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article

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

Batuhan Er, Recep Cengız
International Journal of Sport Culture and Science
Recreation, Leisure, Wilderness Management
article

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

Batuhan Er, Recep Cengız
article en

Abstract

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.

International Journal of Sport Culture and Science
Manisa Celal Bayar University (TR), Istanbul Aydın University (TR)
Gender equality
Openalex Percentile: Top 27%
Recreation, Leisure, Wilderness Management
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