Paper Title
The Benefits of E-Leisure For The University Students: The Use of Xbox 360 Kinect
Abstract
The use of electronic leisure activities has become very common in some areas such as education and rehabilitation. The researches examining the effects of playing video games suggested that there are some positive and negative consequences of using those games as a tool for spending leisure. The main objective of this study is to investigate the benefits of playing Xbox 360 Kinect for the university students. A qualitative research design was adopted to discover the benefits of playing Xbox 360 Kinect games. The sample was included 15 students who are studying at a state university in Turkey. Students played Xbox 360 Kinect games in E-leisure lab at the Sport Sciences Faculty for 30 minutes X 2 days X 4 weeks. After 4 weeks, in-depth interviews conducted to collect data and observation notes were taken by the researcher. Question form was developed for the interviews consistent with previous researches regarding with the effects of e-leisure games. The interviews were ranged between 30 and 45 minutes. All interviews were recorded and transcribed verbatim. According to the results of the interviews, four themes were revealed related to benefits gained through Xbox 360 Kinect games. They were labeled as social development, cognitive development, physical development and flow.
Keywords - E-leisure, Xbox 360 Kinect, University Students.