RESEARCH IN SPORT EDUCATION AND SCIENCES, no.1, pp.7-13, 2023 (ESCI)
Today, with the development of internet access and network, rapid changes and developments in technological fields have managed to affect the game world as well as in many areas, causing new changes and developments to occur. With the increase in the number of players and viewers playing digital games, rapidly developing digital games and e -sports games, playing and watching computer games based on video games gave birth to the concept of e -sports. This study was conducted to contribute to the literature. In this context, it is aimed to examine the digital game motivation and the level of participation in physical activity of the players who play electronic games in the research. The universe of the research consisted of individuals playing e -sports in Van and Batman provinces. Two hundred fifty-six individuals playing digital games participated in the research. Statistical operations of the obtained data were done with the Statistical Package for Social Sciences 15.0 program. As a result of the analysis, it was determined that the findings did not show a normal distribution. While a significant difference was found in both participation in physical activity and motivation to play digital games in the variables of gender, age, average time spent at the game, and level of interest in e -sports, educational levels differ in the level of participation in physical activity. No differentiation was observed in the motivation to play digital games.