Computer games: what motivates New Zealand adolescents?
dc.contributor.author | Bell, Rebecca | |
dc.date.accessioned | 2011-09-19T23:08:11Z | |
dc.date.accessioned | 2022-10-30T23:16:09Z | |
dc.date.available | 2011-09-19T23:08:11Z | |
dc.date.available | 2022-10-30T23:16:09Z | |
dc.date.copyright | 1998 | |
dc.date.issued | 1998 | |
dc.description.abstract | Playing computer games has become an increasingly popular activity of New Zealand adolescents but the reasons behind this trend are largely under-researched. The purpose of this thesis was to explore why young New Zealand males and females play computer games. Adolescent motivations for computer game-playing were identified and comparisons were made with their motivations for participating in other leisure activities. The ways in which same-sex participants interacted when they played computer games was also investigated to provide further evidence of adolescents' motivations behind computer game-playing. A combination of qualitative and quantitative methods enabled 12 participants' experiences to be set in a broader context. The study involved two parts: firstly, the observational study that identified the interactions between same-sex pairs while playing a computer game; secondly, the open-ended questionnaire that discovered adolescents' attitudes to and motivations for computer game-playing and their participation in other leisure activities. The findings showed that computer game-playing is equally popular with males and females, although males tend to play more often and for longer periods of time. Other findings of the study were: the importance of fun, excitement, skill and competition as intrinsically motivating factors for male computer game players; the importance of challenge, fun, and excitement as intrinsically motivating factors for female computer game players. It was found that the intrinsically motivating factors for computer game-playing were not unlike the participants' reasons for playing sport and socialising. Co-operation was a strong behaviour for both males and females in the study, as was control that was displayed through instances of dominance. The concepts of assimilation and flow offered a possible explanation for why adolescents play computer games as a leisure activity. | en_NZ |
dc.format | en_NZ | |
dc.identifier.uri | https://ir.wgtn.ac.nz/handle/123456789/26449 | |
dc.language | en_NZ | |
dc.language.iso | en_NZ | |
dc.publisher | Te Herenga Waka—Victoria University of Wellington | en_NZ |
dc.subject | Psychological aspects of video games | |
dc.subject | Motivation of adolescents | |
dc.subject | Teenagers | |
dc.title | Computer games: what motivates New Zealand adolescents? | en_NZ |
dc.type | Text | en_NZ |
thesis.degree.discipline | Recreation and Leisure Studies | en_NZ |
thesis.degree.grantor | Te Herenga Waka—Victoria University of Wellington | en_NZ |
thesis.degree.level | Masters | en_NZ |
thesis.degree.name | Master of Arts | en_NZ |
vuwschema.type.vuw | Awarded Research Masters Thesis | en_NZ |
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