Motives for Playing Video Games in the Context of Time. Results of Empirical Research

Authors

  • Bartosz Mazurkiewicz Poznań University of Economics and Business
  • Magdalena Stefańska Poznań University of Economics and Business

DOI:

https://doi.org/10.18778/2391-8551.07.01

Keywords:

games, video games, players’ motivation, players’ typology, gameplay time

Abstract

Video games are one of the most popular leisure activities. The multitude of games and ways of playing (individually, in a team, online, offline, etc.) allows players to meet their various needs. Thus, from the point of view of game developers, it becomes important to recognise these needs and adapt the product to the expectations of players. Taking the dynamic development of the video game market into account, it seems significant to recognise the players’ motives for spending their time on playing. Therefore, the aim of the article is to identify the players’ motives in terms of the type of need being met and to find an answer to the question whether there is a relationship between the time spent on games and the motives for playing (does the fact that we play longer change the type of need being satisfied?). The text refers to the results of research conducted in April 2020 on a sample of 2,527 players in Poland. The subjects of the study were people who actively played video games – every day or several times a week.

Author Biographies

  • Bartosz Mazurkiewicz, Poznań University of Economics and Business

    Bartosz Mazurkiewicz – Assistant Professor in the Department of Marketing Strategy at the Poznań University of Economics and Business. Major fields of scientific research: video games, on-line marketing communication, social media marketing and virtual worlds. Member of the Polish Scientific Marketing Association and the Games Research Association of Poland.

  • Magdalena Stefańska, Poznań University of Economics and Business

    Magdalena Stefańska – Associate Professor in the Department of Marketing Strategies at the Poznań University of Economics and Business. Major fields of scientific research: consumer behaviour, corporate social responsibility, on-line marketing communication. Member of EBEN (European Business Ethics Network).

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Published

2021-10-15

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How to Cite

Mazurkiewicz, Bartosz, and Magdalena Stefańska. 2021. “Motives for Playing Video Games in the Context of Time. Results of Empirical Research”. Replay. The Polish Journal of Game Studies 7 (1): 7-26. https://doi.org/10.18778/2391-8551.07.01.