Impact of Secondary School Students' Motivation To Play Digital Games on Motivation To Participate in Physical Activity

dc.authorscopusid 59412544000
dc.authorscopusid 57190571581
dc.contributor.author Kolcak, Sibel
dc.contributor.author Cakir, Ergun
dc.date.accessioned 2025-05-10T17:13:37Z
dc.date.available 2025-05-10T17:13:37Z
dc.date.issued 2022
dc.department T.C. Van Yüzüncü Yıl Üniversitesi en_US
dc.department-temp [Kolcak, Sibel] Genclik & Spor Bakanligi, Ankara, Turkey; [Cakir, Ergun] Van Yuzuncu Yil Univ, Beden Egitimi & Spor Yuksekokulu, Van, Turkey en_US
dc.description.abstract This research has been done to identify the effect of secondary school students' motivation of playing digital games on the motivation to participate in a physical activity. A total of 335 students, 182 females and 153 males, studying in secondary schools participated in this research. In this research, two scales have been used. The first scale is "Motivation Scale For Digital Gaming" (DOOM & Ouml;) it consists of 19 items. The second scale is "Motivation Scale For Participation In Physical Activity" (FAKM & Ouml;) it consists of 16 items. Arithmetic mean (x), standard deviation (ss), percentage, frequency, the Pearson moment correlation test, t test, and one-way analysis of variance, posthoc test statistics (Turkey HSD) have been used while analyzing the data. According to the results obtained in this study, no significant difference has been found between the age variable and FAKM & Ouml; and DOOM & Ouml; (p > ,05). However, some significant differences have been found between DOOM & Ouml; total score and gender, and between body mass index (BMI) and FAKM & Ouml; and DOOM & Ouml; (p < ,05). As a result, it has been found that as the digital game play time increases, the motivation of secondary school students to participate in a physical activity decreases, and also BMI increases. en_US
dc.description.woscitationindex Emerging Sources Citation Index
dc.identifier.doi 10.5152/JPESS.2022.221635
dc.identifier.endpage 118 en_US
dc.identifier.issn 2822-3527
dc.identifier.issue 4 en_US
dc.identifier.scopus 2-s2.0-85209240348
dc.identifier.scopusquality N/A
dc.identifier.startpage 113 en_US
dc.identifier.uri https://doi.org/10.5152/JPESS.2022.221635
dc.identifier.uri https://hdl.handle.net/20.500.14720/8247
dc.identifier.volume 24 en_US
dc.identifier.wos WOS:001207436700001
dc.identifier.wosquality N/A
dc.language.iso tr en_US
dc.publisher Ataturk Univ en_US
dc.relation.publicationcategory Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı en_US
dc.rights info:eu-repo/semantics/openAccess en_US
dc.subject Digital Play en_US
dc.subject Motivation en_US
dc.subject Physical Activity en_US
dc.title Impact of Secondary School Students' Motivation To Play Digital Games on Motivation To Participate in Physical Activity en_US
dc.type Article en_US
dspace.entity.type Publication

Files