Investigation of the Effects of Player Motivation on Sustainable Consumption Behavior: The Mediation Role of Leisure Satisfaction Cover Image

Investigation of the Effects of Player Motivation on Sustainable Consumption Behavior: The Mediation Role of Leisure Satisfaction
Investigation of the Effects of Player Motivation on Sustainable Consumption Behavior: The Mediation Role of Leisure Satisfaction

Author(s): Semih Sezgin
Subject(s): Energy and Environmental Studies, Behaviorism, ICT Information and Communications Technologies, Socio-Economic Research
Published by: Hitit Üniversitesi
Keywords: Sustainable consumption behavior; online player motivation; leisure satisfaction;

Summary/Abstract: The main purpose of this research is to measure the effect of online player motivation on sustainable consumption behavior. At the same time, it will be tested whether the leisure satisfaction levels of online players play a mediating role in this effect. The study sample consists of 387 participants who play online games. In the survey form applied to the participants, there are 18 statements to measure player motivation, 19 statements to measure leisure satisfaction, and 17 statements to measure sustainable consumption behavior. The last section includes questions regarding demographic variables. In data analysis, descriptive statistics, reliability, and normality tests were tested using the IBM SPSS (Statistical Package for the Social Sciences) 21 package program. Confirmatory Factor Analyzes (CFA), and Path analysis of the study were carried out using the IBM SPSS AMOS 24 package program. In the study, the fit of the data set to the models expressing the variables was tested with CFA. The modification indices resulting from the CFA analysis were examined, and corrections were made for the models. After modification, model fit values were examined, and it was observed that the model fit of the data set was at an acceptable level. Additionally, the study findings were evaluated by testing the hypotheses established by creating a path analysis. According to the research results, the total effect of game motivation on sustainable consumption behavior was found to be statistically significant (β=0.506; p< 0.01). A positive path coefficient was obtained between game motivation and leisure satisfaction (β=0.866; p< 0.01). The indirect effect between gaming motivation and sustainable consumption behavior was obtained as 0.343, and the 95% confidence interval was 0.062-0.590. Since this range did not include the value 0 (zero), the indirect effect was found to be statistically significant.

  • Issue Year: 18/2025
  • Issue No: 3
  • Page Range: 756-779
  • Page Count: 24
  • Language: English
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