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dc.contributor.authorMazurkiewicz, Bartosz
dc.contributor.authorStefańska, Magdalena
dc.date.accessioned2022-05-10T10:34:28Z
dc.date.available2022-05-10T10:34:28Z
dc.date.issued2021-10-15
dc.identifier.issn2391-8551
dc.identifier.urihttp://hdl.handle.net/11089/41809
dc.description.abstractVideo 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.en
dc.description.abstractGry wideo są jedną z najpopularniejszych form spędzania wolnego czasu. Mnogość gier oraz sposobów grania (indywidualnie, zespołowo, online, offline itp.) sprawia, że gracze mogą dzięki nim zaspokajać różne potrzeby. Tym samym z punktu widzenia twórców gier istotne staje się rozpoznawanie tych potrzeb oraz dostosowywanie produktu do oczekiwań graczy. Biorąc pod uwagę dynamiczny rozwój rynku gier wideo, interesujące wydaje się rozpoznanie motywów, którymi kierują się gracze, spędzając czas na graniu. Celem artykułu jest zatem identyfikacja motywów graczy ze względu na rodzaj zaspokajanej potrzeby oraz znalezienie odpowiedzi na pytanie, czy istnieje związek między czasem spędzanym na grach a motywami grania (czy fakt, że dłużej gramy, zmienia rodzaj zaspokajanej potrzeby?). W tekście powołano się na wyniki badań własnych przeprowadzonych wśród graczy w kwietniu 2020 roku, na próbie 2527 graczy w Polsce. Podmiotem badania były osoby, które grają aktywnie w gry wideo – codziennie lub kilka razy w tygodniu.pl
dc.language.isoen
dc.publisherWydawnictwo Uniwersytetu Łódzkiegopl
dc.relation.ispartofseriesReplay. The Polish Journal of Game Studies;1en
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0
dc.subjectgamesen
dc.subjectvideo gamesen
dc.subjectplayers’ motivationen
dc.subjectplayers’ typologyen
dc.subjectgameplay timeen
dc.subjectgrypl
dc.subjectgry wideopl
dc.subjectmotywacja graczypl
dc.subjecttypologia graczypl
dc.subjectczas graniapl
dc.titleMotives for Playing Video Games in the Context of Time. Results of Empirical Researchen
dc.title.alternativeMotywy grania w gry wideo w kontekście czasu. Wyniki badań empirycznychpl
dc.typeArticle
dc.page.number7-26
dc.contributor.authorAffiliationMazurkiewicz, Bartosz - Poznań University of Economics and Businessen
dc.contributor.authorAffiliationStefańska, Magdalena - Poznań University of Economics and Businessen
dc.identifier.eissn2449-8394
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dc.contributor.authorEmailMazurkiewicz, Bartosz - Bartosz.Mazurkiewicz@ue.poznan.pl
dc.contributor.authorEmailStefańska, Magdalena - Magdalena.Stefanska@ue.poznan.pl
dc.identifier.doi10.18778/2391-8551.07.01
dc.relation.volume7


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