Motivations and Gratifications of College Students in Online Game Playing
Keywords:Motivations, Gratifications, Online game, Gaming behavior
Attending college is one of the students' most rigorous phases of academic life, as their challenges are not only about studying but also about the extra responsibilities of becoming an adult and being fully independent. In today’s context, learning has become more stressful since instruction has been taken online to adapt to the new normal. Adjusting to learning virtually and complying with academic tasks using technology is challenging. There are problems with internet connectivity, financial troubles in buying gadgets, and difficulties collaborating online to complete tasks. These problems can affect the students’ mental health, especially for college students who are more pressured to complete their degrees. This study determines how online games give motivation and gratification to the students in St. Mary’s College, Quezon City. It covers the profile of the respondents, gaming behavior, motivations, and gratification from playing online games. It utilizes a quantitative research method with a researcher-developed questionnaire to get answers to the identified problems. The survey results reveal that most respondents are between 22-23, female, taking up a Bachelor of Science in Social Work, and prefer to play Mobile Legend. Respondents believe, as they have experienced, that online games help students to relax and be entertained, develop their critical and analytical skills, and aid them in coping with their stress. Seeing that the respondents experience online gaming as helpful to them, students are encouraged to be positively engaged in these games. Teachers are also encouraged to use online games to make learning fun and interactive.