Prioritizing the motivations and constraints of Iranian gamers

سال انتشار: 1400
نوع سند: مقاله کنفرانسی
زبان: انگلیسی
مشاهده: 171

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شناسه ملی سند علمی:

SSRC13_119

تاریخ نمایه سازی: 8 شهریور 1401

چکیده مقاله:

According to the available information, video games have become the first entertainment of the people of the world in their leisure time, and since leisure of any country is one of the important cultural pillars of that society, then probably many studies in this field on people participating in this Activity must be done. The purpose of this study is to prioritizing the motivations and constraints of Iranian gamers. The research method is descriptive-analytical which was done in the field. The statistical population of this study is gamers under ۳۰ years of age who play at least one hour a week. The data collection tools was Crawford (۱۹۹۱) questionnaire to determine leisure restrictions and Cyanferon et al. (۲۰۱۱) to assess motivation, which were provided to the samples after validation and reliability. In order to analyze the data, descriptive statistics were used with emphasis on the statistical indicators of centripetal orientation and dispersion. Then, through Friedman test, prioritization of constraints and motivations was done. The results of prioritization showed that component of fantasy in motivation, and component of financial in constraints have the highest priority. The next priority among the motivational factors is competition. Also the next priority among the constraints is Interest for participate in Video games. Based on the results, it can be concluded that the gamers gain the most motivation when they establish a positive fantasy relationship with the activity. Also their most constraints are the limitations related to the cost of participation in these activities. If this restriction is lifted, their participation is much more likely to continue.