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

dc.contributor.authorKahraman, A
dc.contributor.authorKazançoglu, I
dc.date.accessioned2024-07-18T11:54:24Z
dc.date.available2024-07-18T11:54:24Z
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.
dc.identifier.issn1044-7318
dc.identifier.other1532-7590
dc.identifier.urihttp://akademikarsiv.cbu.edu.tr:4000/handle/123456789/6339
dc.language.isoEnglish
dc.publisherTAYLOR & FRANCIS INC
dc.subjectSELF-DETERMINATION THEORY
dc.subjectINTERNET GAMING DISORDER
dc.subjectVIDEO GAMES
dc.subjectINTRINSIC MOTIVATION
dc.subjectNEED SATISFACTION
dc.subjectSOCIAL MEDIA
dc.subjectGENDER
dc.subjectPLAYER
dc.subjectADDICTION
dc.subjectDETERMINANTS
dc.titleA Qualitative Research of Young People's Motivation to Start, Continue, Reduce and Quit Playing Online Multiplayer Games on Computer
dc.typeArticle

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