The effect of digital leisure participation purposes on flow experience and leisure satisfaction
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Keywords:Leisure, Digital Leisure, Flow Experience, Leisure Satisfaction
The aim of this research is to examine the effect of university students' digital leisure activities participation purposes in on flow experience and leisure satisfaction. Relational survey model, one of the quantitative research methods, was used in the research. Simple random sampling technique was chosen for the sample group. The study was carried out with a total of 731 (Age Mean = 20.75±2,468) participants, 268 women and 463 men. The demographic information form created by the researchers, the Digital Leisure Participation Purposes Scale, the Digital Leisure Flow Experience Scale and the Leisure Satisfaction Scale were used as data collection tools in the study. In the analysis of the data obtained, descriptive statistics, Confirmatory Factor Analysis, Structural Equation Modeling were performed by means of SPSS 25 and Jamovi programs. When the findings were examined, it was determined that digital leisure participation purposes had a positive effect on digital leisure flow experience and leisure satisfaction. In addition, it has been determined that digital leisure flow experience had a positive effect on leisure satisfaction. In the second model created, it was determined that digital leisure flow experience had a mediating role in the effect of digital leisure participation purposes on leisure satisfaction. As a result, with this study, it can be said that digital leisure participation purposes positively affect digital leisure flow experience and leisure satisfaction. However, it is possible to say that the digital leisure flow experience also had a positive effect on leisure satisfaction.
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