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Male students and digital game: reason, motivation and feeling


Citation

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

Abstract

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.


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Additional Metadata

Item Type: Article
Divisions: Faculty of Educational Studies
DOI Number: https://doi.org/10.7763/IJIET.2014.V4.359
Publisher: International Association of Computer Science and Information Technology (I A C S I T)
Keywords: Qualitative method; Male students; Digital game; Reason; Factors
Depositing User: Nurul Ainie Mokhtar
Date Deposited: 15 Dec 2015 03:03
Last Modified: 15 Dec 2015 03:03
Altmetrics: http://www.altmetric.com/details.php?domain=psasir.upm.edu.my&doi=10.7763/IJIET.2014.V4.359
URI: http://psasir.upm.edu.my/id/eprint/34430
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