Digital Game Habits and Motivations of Youth in The Context of Uses and Gratifications Approach

Abstract

In today's digital world, individuals deal with different activities to spend their free time. One of these activities is undoubtedly digital games. The aim of this research is to reveal the digital gaming habits and motivations of young people. The theoretical basis of this research conducted for this purpose is the uses and gratifications approach. Qualitative research method was preferred in this study. Semi-structured interview form was used as data collection tool. The focus group of the research consisted of 10 young people. Content analysis was also used to evaluate the data obtained from the interviews. As a result of the research, it was revealed that the basic digital game motivation of young people is to spend time and to relieve their stress. In addition, participating young people see digital games as a means of socialization. The escape motivation is also one of the important motivations expressed by young people. Considering the time allocated to digital games, it can be said that young people play games for 1-2 hours a day on average. Participating youth stated that they mostly preferred mobile devices as a digital game platform. PC and game consoles lagged behind mobile devices. Action games and strategy games ranked first in the preferred game types.



Author Information
Fatih Söğüt, Kırklareli University, Turkey

Paper Information
Conference: EuroMedia2021
Stream: Social Media and Communication Technology

This paper is part of the EuroMedia2021 Conference Proceedings (View)
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To cite this article:
Söğüt F. (2021) Digital Game Habits and Motivations of Youth in The Context of Uses and Gratifications Approach ISSN: 2188-9643 The European Conference on Media, Communication & Film 2021: Official Conference Proceedings https://doi.org/10.22492/issn.2188-9643.2021.3
To link to this article: https://doi.org/10.22492/issn.2188-9643.2021.3


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