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.
Index Terms—Qualitative method, male students, digital game, reason, factors.
Nazirah Mat Sin and Tengku Putri Norishah are with the Multimedia University, Cyberjaya 63100, Malaysia (e-mail: email@example.com &firstname.lastname@example.org).
Othman Talib and Roselan Baki are with University of Putra Malaysia, Serdang, Malaysia (e-mail: email@example.com, firstname.lastname@example.org).
Adura Azlin Ishak is with Sekolah Berprestasi Tinggi Sains Alam Shah, 56100 Kuala Lumpur, Malaysia (e-mail: email@example.com).
Cite: 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.