Abstract

Due to the escalating popularity of video games, the industry’s annual income rose to $197 billion in 2022. To promote video games, it is imperative to possess adequate insights into the attitudes and emotions of adolescent gamers. This study aims to investigate the factors influencing video game engagement in Iran by utilising quantitative data obtained from 205 students participating in video gaming activities in Mashhad. The results proved that playing online and offline games at home, hand in hand with the participants’ interest in play, has a positive impact on the gamers’ attitudes towards playing games. Moreover, no relationship was found between prior game experience, playing games (team/individual—online/offline) patterns and attitudes towards playing games.

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