体育科学专业学生玩数字游戏的时间和动机调查

Mehmet Cebi, Yücel İnaç, A. Cebi
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引用次数: 0

摘要

本研究旨在调查体育科学专业学生玩数字游戏的时间和动机。共有 192 名就读于翁多库兹梅伊斯大学亚萨尔-杜古分校体育系的学生(122 名男生,70 名女生)参与了研究。本研究使用的数据收集工具是数字游戏玩乐动机量表和数字游戏玩乐态度量表。数据分析使用 SPSS 21 软件包。数据评估采用独立样本 t 检验和方差分析检验。所有变量的显著性均定为 0.05。体育科学专业的学生在玩数字游戏的态度和动机方面与性别、班级、身高、年龄和父亲的教育水平没有明显差异(P>0.05)。根据母亲的受教育程度,对数字游戏的态度的行为子维度与对数字游戏的动机的好奇心和 社会接受度子维度之间存在明显差异(P<0.05)。因此,根据从父母教育变量中获得的数据,随着父母教育水平的提高,玩数字游戏动机量表中的好奇心-社会接受度子维度也随之提高。可以说,随着好奇心-社会接受度水平的提高,学生会受到外在动机来源的影响,按照自己的愿望和需要朝着目标行为的方向发展。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Investigation of Digital Game Playing Time and Motivation of Sport Sciences Students
The aim of this study was to investigate the time spent playing digital games and the motivation of Sports Sciences students. A total of 192 students (122 males, 70 females) who are studying at the Faculty of Physical Education of Ondokuz Mayıs University Yasar Dogu took part in the study. The data collection instruments used in this study were the digital game playing motivation scale and the digital game playing attitude scale. For data analysis, SPSS 21 package was used. Independent samples t-test and ANOVA tests were used for data evaluation. Significance was set at 0.05 to compare all variables. There was no significant difference in attitude and motivation to play digital games according to gender, class, height, age and father's educational level among the students of Sports Sciences (p > 0.05). A significant difference was found between the behavioural sub-dimensions of attitude towards digital games and the curiosity and social acceptance sub-dimensions of motivation towards digital games according to the level of education of the mothers (p<0.05). As a result, the curiosity-social acceptance sub-dimensions of the digital game playing motivation scale increase as the level of parental education increases, according to the data obtained from the parental education variable. It can be said that students are influenced by extrinsic sources of motivation in line with their desires and needs in the direction of the target behaviour, as the level of curiosity-social acceptance increases.
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