Author(s): Yasir INAR, Yunus Emre YARAYAN, Ekrem Levent ?LHAN, Yasin NVANLI

The rapid development of technology in recent years, has increased interest in digital game playing. Therefore, it raised the problem of people being insensible to physical activity and not taking enough time for it. In this context, this research made to determine the motivations drive high school students playing digital games or participating physical activities as well. In this research, the scan pattern was used out of quantitative research models. 211 students attending the 9th, 10th, 11th and 12th grades in a high school in Batman province in 2018-2019 academic year participated in the study. The “Digital Game Playing Motivation Scale (DGPMS)” developed by Demir and Hazar (2018) and the “"Motivation Scale for Participation in Physical Activity (MSPPA)” developed by Demir and Cicio?lu (2018) were used in the study. In the analysis of the data; Pearson Moment Correlation test, Mann-Whitney U Test and Kruskal Wallis Test were used. When the total scores of DGPMS and MSPPA were examined , it was found that they gave a high level of meaningful results in negative way between DGPMS and MSPPA. Negative and low level meaningful relationship was found between participants' ages and motivation to play digital games. It was found that motivation to play digital games and motivation to participate in physical activity for boys was significantly higher compared to girls. According to the participants' status of being athletes, a significant difference was found between the total scores of DGPMS and MSPPA, but no significant difference was found according to the grade level. It was determined that there was a significant difference in the motivation of participating in physical activity beetwen participants in favor of those who participated in physical activity for 120 minutes and more daily. In the study, it was determined that the motivation of high school students to play digital games was moderate and their motivation to participate in physical activity was high. As the motivation of participants to participate in physical activity increases, the decrease in their demand for digital game, their enthusiasm and tendency to fill their free time through digital games are the resu1 lts obtained from this study.


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