Investıgatıon Of The Motıvatıon Levels Of Esports Athletes And Dıgıtal Game Players

Thesis Type: Postgraduate

Institution Of The Thesis: Gazi University, Eğitim Bilimleri Enstitüsü, Turkey

Approval Date: 2020

Thesis Language: Turkish

Student: Yasir ÇINAR



The aim of this study is to determine the motivation of playing digital games among eSports players and digital games players in Turkey, and possible relationships with different variables. 426 (383 male and 43 female) individuals voluntarily participated in the study. The "Personal Information Form" created by the researchers and the "Digital Game Play Motivation Scale" developed by Tekkurşun-Demir & Hazar (2018) were used as data collection tools. In addition, “Can you explain the concept of E-Sports in one word?” was asked to the participants, SPSS 22.0 package program, Microsoft Excel and MAXQDA were used for statistical analysis of the acquired data. Firstly, the Cronbach alpha internal consistency coefficients of the scale used in the study were examined and it was found that the values ranged from .61 to .90. Normality of the data was tested by Skewness and Kurtosis, and normal distribution was observed. T-test was used to compare binary group variables, and One-Way Anova test was used to compare variables with three or more groups. Post-hoc Tukey test was used to determine the source of the difference as a result of Anova analysis. On the other hand, pearson correlation analysis was used according to the age variable and the Pearson correlation (partial) analysis was used to determine the relationship between the daily digital game playing time variables and the scale by keeping the variable of having e-sports license under control. For the analysis of the descriptive question expression, word clouds were applied to visualize the answers with the MAXQDA qualitative data analysis program. As a result of findings obtained from the study, there was significant differences between digital game playing and demographic variables. However, when the results given to the descriptive question statement were examined, it was found viii that individuals who played digital games most associated the concept of e-sports with entertainment and pleasure, while individuals with e-sports license had a career-occupation response