International Journal of
Information and Education Technology

Editor-In-Chief: Prof. Jon-Chao Hong
Frequency: Monthly
ISSN: 2010-3689 (Online)
E-mali: editor@ijiet.org
Publisher: IACSIT Press
 

OPEN ACCESS
3.9
CiteScore

IJIET 2014 Vol.4(1): 6-11
doi: 10.7763/IJIET.2014.V4.359

Male Students and Digital Game: Reason, Motivation and Feeling

Nazirah Mat Sin , Othman Talib , Tengku Putri Norishah , Adura Azlin Ishak , Roselan Baki

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.

Keywords

  • Qualitative method
  • male students
  • digital game
  • reason
  • factors
359-JR136

How to Cite

Copied

Nazirah Mat Sin, Othman Talib, Tengku Putri Norishah, Adura Azlin Ishak, and Roselan Baki, "Male Students and Digital Game: Reason, Motivation and Feeling," International Journal of Information and Education Technology, vol. 4, no. 1, pp. 6-11, 2014. https://doi.org/10.7763/IJIET.2014.V4.359

Copyright & License

Copyright © 2014 by the authors. This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited (CC BY 4.0).

Article Metrics in Dimensions

Menu