Male students and digital game: reason, motivation and feeling
The games industry has become one of the most lucrative industries in the world due to the billion dollar sales of digital games. Digital game play is like a culture among majority of students in high schools, especially males who play games every day. This phenomenon has stimulated researchers and...
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Format: | Article |
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International Association of Computer Science and Information Technology (I A C S I T)
2014
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author | Mat Sin, Nazirah Talib, Othman Tenku Shariman, Tengku Putri Norishah Ishak, Adura Azlin Baki, Roselan |
author_facet | Mat Sin, Nazirah Talib, Othman Tenku Shariman, Tengku Putri Norishah Ishak, Adura Azlin Baki, Roselan |
author_sort | Mat Sin, Nazirah |
collection | UPM |
description | The games industry has become one of the most lucrative industries in the world due to the billion dollar sales of digital games. Digital game play is like a culture among majority of students in high schools, especially males who play games every day. This phenomenon has stimulated researchers and academics to further study the various contexts of gaming. This preliminary study has identified the motivating factors of certain games that were able to sustain the interest of five male students in playing those digital games. A basic qualitative research design is adopted as the research method. The findings has reported – five motivating factors which are type of game, content, challenge, control, update and fun that incite students to consistently play the digital games. |
first_indexed | 2024-03-06T08:28:59Z |
format | Article |
id | upm.eprints-34430 |
institution | Universiti Putra Malaysia |
last_indexed | 2024-03-06T08:28:59Z |
publishDate | 2014 |
publisher | International Association of Computer Science and Information Technology (I A C S I T) |
record_format | dspace |
spelling | upm.eprints-344302015-12-15T03:03:13Z http://psasir.upm.edu.my/id/eprint/34430/ Male students and digital game: reason, motivation and feeling Mat Sin, Nazirah Talib, Othman Tenku Shariman, Tengku Putri Norishah Ishak, Adura Azlin Baki, Roselan The games industry has become one of the most lucrative industries in the world due to the billion dollar sales of digital games. Digital game play is like a culture among majority of students in high schools, especially males who play games every day. This phenomenon has stimulated researchers and academics to further study the various contexts of gaming. This preliminary study has identified the motivating factors of certain games that were able to sustain the interest of five male students in playing those digital games. A basic qualitative research design is adopted as the research method. The findings has reported – five motivating factors which are type of game, content, challenge, control, update and fun that incite students to consistently play the digital games. International Association of Computer Science and Information Technology (I A C S I T) 2014-02 Article NonPeerReviewed Mat Sin, Nazirah and Talib, Othman and Tenku Shariman, Tengku Putri Norishah and Ishak, Adura Azlin and Baki, Roselan (2014) Male students and digital game: reason, motivation and feeling. International Journal of Information and Education Technology, 4 (1). pp. 6-11. ISSN 2010-3689 http://www.ijiet.org/show-44-399-1.html 10.7763/IJIET.2014.V4.359 |
spellingShingle | Mat Sin, Nazirah Talib, Othman Tenku Shariman, Tengku Putri Norishah Ishak, Adura Azlin Baki, Roselan Male students and digital game: reason, motivation and feeling |
title | Male students and digital game: reason, motivation and feeling |
title_full | Male students and digital game: reason, motivation and feeling |
title_fullStr | Male students and digital game: reason, motivation and feeling |
title_full_unstemmed | Male students and digital game: reason, motivation and feeling |
title_short | Male students and digital game: reason, motivation and feeling |
title_sort | male students and digital game reason motivation and feeling |
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