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Motivations and Constraints for Playing Electronic Games: A Scoping Review

Motivações e restrições para a prática de jogos eletrônicos: uma revisão de escopo

Motivaciones y restricciones para la práctica de juegos electrónicos: una revisión de alcance

 

Lucas Mattos de Lima Sobral*
lucas.mattos@upe.br
Yves de Holanda Batista de Miranda**

yves.miranda@upe.br
Jorge Eduardo Maciel Gonçalves Silva+

jorge.maciel@upe.br

Marco Vinicius Acioli da Gama++
marco.gama@upe.br

Carlos Augusto Mulatinho de Queiroz Pedroso+++
carlos.mulatinho@upe.br

 

*Licenciado en Educación Física

por la Universidade de Pernambuco (UPE)

Ingeniero Civil por la UPE

Magíster en Educación Física por el Programa Asociado

de Posgrado en Educación Física UPE/UFPB (PAPGEF)

Investigador del Grupo de Investigación Envejecimiento, Ejercicio e Innovación (GPEEFI)

y del Grupo de Investigación en Deporte y Gestión (GEquip).

**Doctorando del Programa Asociado de Posgrado en Educación Física UPE/UFPB,

con estancia de doctorado sándwich

en el Department for Health de la University of Bath, Reino Unido

Actualmente es investigador del Grupo de Investigación

en Deporte y Gestión (GEquip ESEF/UPE)

Asesor de proyectos deportivos en la Secretaría de Educación

del Estado de Pernambuco

+Licenciado en Educación Física por la UPE

Magíster en Gestión Deportiva por la Universidade do Porto, Portugal

Doctorando en Educación Física en el Programa Asociado

de Posgrado en Educación Física UPE/UFPB

Miembro del Grupo de Investigación en Deporte y Gestión (GEquip ESEF/UPE)

y del GTT 6 – Marketing en el Deporte de la Asociación Brasileña

de Gestión del Deporte (ABRAGESP).

++Licenciado en Educación Física por la UPE

Magíster en Educación Física por el Programa Asociado

de Posgrado en Educación Física UPE/UFPB

Actualmente es doctorando en la UPE

+++Doctor en Educación Física por la UPE

Magíster en Gestión Deportiva por la Facultad de Deporte

de la Universidade do Porto (FADEUP),

título reconocido por la Universidade de São Paulo (USP)

Licenciado en Educación Física por la UPE

Profesor Adjunto de la UPE

Docente permanente del Programa Asociado de Posgrado en Educación Física UPE/UFPB

Líder del Grupo de Investigación en Deporte y Gestión (GEquip ESEF/UPE)

Consejero del Consejo Regional de Educación Física de la 12ª Región (CREF12/PE)

(Brasil)

 

Reception: 06/16/2026 - Acceptance: 10/15/2026

1st Review: 08/31/2026 - 2nd Review: 10/12/2026

 

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https://creativecommons.org/licenses/by-nc-nd/4.0/deed.en

Suggested reference: Sobral, L.M. de L., Miranda, Y. de H.B. de, Silva, J.E.M.G., Gama, M.V.A. da, & Pedroso, C.A.M. de Q. (2026). Motivations and Constraints for Playing Electronic Games: A Scoping Review. Lecturas: Educación Física y Deportes, 31(342), 166-184. https://doi.org/10.46642/efd.v31i342.9005

 

Abstract

    The objective of this scoping review was to map the existing scientific literature on the relationship between motivations and constraints for playing digital games and esports, characterizing study profiles, identifying dominant themes and tensions, and examining the extent to which their interaction has been theorized and empirically investigated. Following Arksey and O'Malley’s framework and PRISMA-ScR guidelines, a search across EBSCO, SCOPUS, and Web of Science identified 38 eligible studies published between 1985 and 2025. The findings reveal a profound structural and theoretical imbalance: research is heavily skewed toward motivation-driven "pull factors" (76.3 %), while constraints remain critically understudied (13.2 %). Crucially, integrative studies (10.5 %) demonstrate that while intrinsic motivations can mitigate logistical barriers, deep psychosocial and symbolic constraints rooted in identity exclusion and social stigma consistently override motivation, triggering disengagement or severe affective costs. This review exposes the theoretical limitations of isolated psychological models, arguing for integrative, socio-culturally sensitive frameworks capable of capturing motivations and constraints as interdependent dynamics of the situated gaming experience.

    Keywords: Video games. Motivation. Leisure activities. Scoping review.

 

Resumo

    O objetivo desta revisão de escopo foi mapear a literatura científica existente sobre a relação entre motivações e restrições para a prática de jogos digitais e esports, caracterizando os perfis dos estudos, identificando os temas dominantes e tensões, e examinando em que medida sua interação tem sido teorizada e investigada empiricamente. Seguindo o referencial de Arksey e O'Malley e as diretrizes PRISMA-ScR, uma busca nas bases EBSCO, SCOPUS e Web of Science identificou 38 estudos elegíveis, publicados entre 1985 e 2025. Os achados revelam um profundo desequilíbrio estrutural e teórico: a pesquisa é fortemente voltada aos fatores motivacionais de atração (76,3 %), enquanto as restrições permanecem criticamente pouco estudadas (13,2 %). Os estudos integrativos (10,5 %) demonstram que, embora motivações intrínsecas possam mitigar barreiras logísticas, restrições psicossociais e simbólicas profundas, enraizadas em exclusão identitária e estigma social, sobrepõem-se de forma consistente à motivação, desencadeando desengajamento ou custos afetivos severos. Esta revisão expõe as limitações teóricas dos modelos psicológicos isolados, defendendo estruturas integrativas e sensíveis à dimensão sociocultural, capazes de capturar motivações e restrições como dinâmicas interdependentes da experiência situada de jogar.

    Unitermos: Jogos de vídeo. Motivação. Atividades de lazer. Revisão de escopo.

 

Resumen

    El objetivo de esta revisión de alcance fue mapear la literatura científica existente sobre la relación entre motivaciones y restricciones para la práctica de juegos digitales y esports, caracterizando los perfiles de los estudios, identificando los temas y tensiones predominantes, y examinando en qué medida su interacción ha sido teorizada e investigada empíricamente. Siguiendo el marco de Arksey y O'Malley y las directrices PRISMA-ScR, una búsqueda en las bases EBSCO, SCOPUS y Web of Science identificó 38 estudios elegibles, publicados entre 1985 y 2025. Los hallazgos revelan un profundo desequilibrio estructural y teórico: la investigación se orienta mayoritariamente hacia los factores motivacionales de atracción (76,3 %), mientras que las restricciones permanecen críticamente poco estudiadas (13,2 %). Los estudios integradores (10,5 %) demuestran que, aunque las motivaciones intrínsecas pueden mitigar barreras logísticas, las restricciones psicosociales y simbólicas profundas, arraigadas en la exclusión identitaria y el estigma social, se imponen de forma consistente sobre la motivación, desencadenando la desvinculación o costos afectivos severos. Esta revisión pone de manifiesto las limitaciones teóricas de los modelos psicológicos aislados y aboga por marcos integradores y sensibles a la dimensión sociocultural, capaces de comprender las motivaciones y las restricciones como dinámicas interdependientes de la experiencia situada de jugar.

    Palabras clave: Juegos de video. Motivación. Actividades recreativas. Revisión de alcance.

 

Lecturas: Educación Física y Deportes, Vol. 31, Núm. 342, Nov. (2026)


 

Introduction 

 

    Digital games and esports have transitioned from niche pastimes into dominant global entertainment frameworks (Hamari, & Sjöblom, 2017). Digital games are understood as culturally situated practices mediated by technological substrates, integrating elements of rule-bound play and interactive media (Mäyrä, 2008). Since their emergence via rudimentary formats in the 1950s, they have expanded into a diverse ecosystem of genres and platforms (Hassan, 2023). Within this broader landscape, esports has materialized as the organized, competitive institutionalization of these digital practices, operating under structured regulations and global ranking systems (Candeo et al., 2025), attracting investment from sports organizations, media companies, and sponsors worldwide (Newzoo, 2024; PwC, 2023). It is estimated that more than 3.3 billion people now play video games, sustaining revenues exceeding US$ 184 billion. (Newzoo, 2024)

 

    Alongside this market expansion, academic production has intensified, recently converging on two interconnected dimensions of gaming behavior: the motivations that lead individuals to begin and sustain play, and the constraints that limit, interrupt, or condition their engagement. (Cheah et al., 2022; Martucci et al., 2023)

 

Figure 1. Beyond the Game: Motivations and Barriers

Figure 1. Beyond the Game: Motivations and Barriers

Source: Gemini AI Flash

 

    Despite this growth, research on motivations and constraints has developed largely in parallel, drawing on distinct theoretical traditions. Motivation studies have predominantly relied on psychological need satisfaction and symbolic gratifications, while constraint research has anchored itself in hierarchical models of leisure barriers (Crawford et al., 1991; Raymore, 2002), traditions that illuminate each dimension in isolation but leave their interaction undertheorized. Several recent reviews have mapped gaming motivations (Martucci et al., 2023; Wei, & Du, 2025) or broader esports scholarship (Pizzo et al., 2023; Baker et al., 2024), but none has systematically examined how motivations and constraints function as interdependent phenomena, how strong intrinsic motivation and significant psychosocial constraints can coexist within the same player. This integrative gap is the specific problem this review addresses.

 

    This gap carries practical consequences. As esports and digital gaming consolidate their position in the global sports economy, managers, developers, and policymakers need frameworks that account simultaneously for what attracts players and what limits them, since strategies designed around one dimension in isolation may inadvertently reinforce barriers on the other.

 

    This scoping review therefore asks: What has been investigated regarding the motivations and constraints associated with playing video games and esports, and how do these dimensions relate across different demographic, cultural, and theoretical contexts? The objective of this scoping review was to map the existing scientific literature on the relationship between motivations and constraints for playing digital games and esports, with three specific aims: (a) to characterize the demographic, methodological, and theoretical profiles of existing studies; (b) to identify the dominant themes, findings, and tensions within and across each dimension; and (c) to examine how the interaction between motivations and constraints has been, or not, theorized and empirically investigated, with a view to informing future integrative research and sport management practice.

 

Method 

 

    This scoping review systematically maps the literature on digital game and esports motivations and constraints, following Arksey, & O'Malley's (2005) five-stage framework: (a) identifying the research question; (b) identifying relevant studies; (c) study selection; (d) data charting; and (e) collating, summarizing, and reporting results. The PRISMA-ScR guidelines were followed to ensure methodological transparency. (Tricco et al., 2018)

 

Information sources and search strategy 

 

    A systematic search was conducted in January 2026 across three databases: EBSCO, SCOPUS, and Web of Science. The advanced search combined keywords and Boolean operators targeting "motivations," "constraints," "practice," "electronic games," and "e-sports" (Table I). Reference lists of included studies were manually screened using the same eligibility criteria.

 

Table 1. Descriptors for systematic searches

Motivations

Motivations or motivation or determinants or reasons or motive

#1

Constraints

Constraints or barriers or challenge or challenges

#2

Practice

Practice or play or participation or playing

#3

Electronic games

and e-sports

Electronic games or videogames or "video games" or gaming or "online games" or "online gaming" or esports or esport or e-sports or e-sport or "electronic sports" or “video gaming” or “online sports”

#4

Combination 1 (motivations)

#1 and #3 and #4

Combination 2 (constraints)

#2 and #3 and #4

Source: Self made

 

Study selection and eligibility criteria 

 

    Retrieved citations were exported to EndNote Web for automated and manual duplicate removal, then uploaded to Rayyan QCRI (Ouzzani et al., 2016). Eligibility criteria followed the Population, Concept, and Context (PCC) framework (Peters et al., 2020): (a) Population: individuals who play or consume games/esports, regardless of demographic profile; (b) Concept: empirical investigation of motivations, constraints, or both; and (c) Context: original peer-reviewed studies in English or Portuguese, with no geographical or year restrictions.

 

    Following a 10-article pilot screening to align reviewer judgment, two independent reviewers screened titles/abstracts and then full texts. Discrepancies were resolved through consensus meetings. The initial search yielded 16,535 records. After duplicate removal (n = 2,912) and title/abstract screening, 14,862 records were excluded. Of the 95 remaining articles, five were inaccessible and 52 were excluded at full-text stage for failing to meet the conceptual criteria. Ultimately, 38 studies were included. Figure 2 illustrates the full selection process; Table II details their characteristics.

 

Figure 2. Flowchart of the PRISMA-ScR study selection process

Figure 2. Flowchart of the PRISMA-ScR study selection process

Source: Self made

 

Table 2. Summary of information extracted from the articles

Author (Year)

Motivation

Constraint

Country(ies)

N

Sample Profile

Hours played/ week

Approach

Collection method

Basic theory

Game genre

Arslan et al. (2024)

✓

-

Türkiye

265

60 % M;

20.1 ± 2.6 years

39.1 ± 18.2

Quantitative

Questionnaire

NIF

NIF

Broom et al. (2019)

✓

✓

United Kingdom

461

42 % M;

29 ± 10 years

NIF

Mixed

Questionnaire

SDT

G_RA

Carradini et al. (2020)

✓

✓

Multinational

(Several countries)

43

70 % M;

35.6 ± 11.5 years

49

Qualitative

Notes; Observations; Interviews, Survey

NIF

MMMORTS

Chen (2013)

-

✓

Taiwan

1418

59-56 % M;

27.5 ± 8.7 years

NIF

Quantitative

Questionnaire

NIF

Online Games

De Grove et al. (2014)

✓

-

NIF

1194

85-29 % M;

28-15 years old

NIF

Mixed

Interviews + Questionnaire

SCT

G_DIV2

Demetrovics et al. (2011)

✓

-

Hungary

3818

91 % M;

20.9 ± 5.8 years

NIF

Quantitative

Questionnaire

NIF

NIF

Dindar et al. (2014)

✓

-

Türkiye

307

97 % M;

19.4 ± 6.8 years

27.1 ± 21.4

Quantitative

Questionnaire

SDT

MMORPG

Dwyer et al. (2018)

✓

-

United States; Canada

418

0 % M;

43-33 years old

NIF

Mixed

Interviews + Questionnaires

U&G

Fantasy Sport

Fritz et al. (2023)

✓

-

Multinational

(Several countries)

1090

83 % M;

24 ± 7.9 years

23.1 ± 16.1

Quantitative

Questionnaire

NIF

G_DIV3

Fuster et al. (2012)

✓

-

Spain

253

100 % M;

22.2 ± 4.4 years

22.7 ± 13.6

Quantitative

Questionnaire

NIF

MMORPG

Gursesli et al. (2024)

✓

-

Italy

2641

71-59 % M;

30.5 ± 8.5 years

15 ± 10.6

Quantitative

Questionnaire

NIF

NIF

Ha et al. (2024)

-

✓

Korea

400

40 % M;

45.4 ± 11.6 years

0.0

Quantitative

Questionnaire

IRT; LC

NIF

Jiang (2018)

-

✓

China

176

63 % M;

23.3 ± 3.3 years

0.0

Quantitative

Questionnaire

EVT; TAM; PPM

NIF

Kahn et al. (2015)

✓

-

United States; China

37827

96-63 % M;

27-23 years old

20-2.9

Quantitative

Questionnaire

NIF

MOBA; MMO

Kahraman et al. (2023)

✓

✓

Türkiye

25

100 % M;

23 ± 1.8 years

22.2 ± 13.2

Qualitative

Interviews

SDT; ILO; SCT

Online Games

Farzaneh Khameneh et al. (2024)

✓

-

Iran

763

78 % M;

21.7 ± 7.6 years

25.4 ± 13.2

Quantitative

Questionnaire

NIF

NIF

Khodadadian et al. (2024)

✓

✓

Iran

300

56 % M;

23.3 ± 4.9 years

3.8 ± 1.5

Quantitative

Questionnaire

PCM; LC

NIF

Kim et al. (2006)

✓

-

United States

457

80-69 % M;

25.6 ± 7.7 years

NIF

Mixed

Focus groups + Questionnaire

U&G

Sports

Lafrenière et al. (2012)

✓

-

Online

276

70 % M;

26.2 ± 8.3 years

12.4 ± 15.8

Quantitative

Questionnaire

SDT

G_DIV

Lee et al. (2011)

✓

-

United States

515

83 % M;

20 years

NIF

Quantitative

Questionnaire

NIF

NIF

Lee et al. (2013)

✓

-

Online

868

96-87 % M;

32 years old

NIF

Mixed

Open Question + Quiz

NIF

Fantasy Sport

López-Fernández et al. (2020)

✓

-

Spain

807

68-41 % M;

21-15 years old

16.9-9.2

Quantitative

Questionnaire

NIF

G_DIV4

Michelini et al. (2023)

✓

-

Multinational

(Several countries)

5192

41 % M;

20.1 ± 3.6 years

7.9 ± 8.2

Quantitative

Questionnaire

NIF

NIF

Morlock et al. (1985)

✓

-

United States

101

41 % M;

19 years old

1.3

Quantitative

Questionnaire

NIF

Arcadian

Ng et al. (1985)

✓

-

Canada

218

68 % M;

18-11 years old

12.2-10.4

Quantitative

Questionnaire

NIF

Arcadian

Panwar (2025)

✓

-

India

423

68 % M;

32.3 ± 12.6 years

NIF

Quantitative

Questionnaire

NIF

E-Sports

Pizzo et al. (2023)

-

✓

Korea

402

50 % M;

26.7 ± 6.7 years

15.3 ± 3

Quantitative

Questionnaire

LC

E-Sports

Rennick et al. (2025)

-

✓

United Kingdom

1000

0 % M;

38.8 ± 12.4 years

9.4 ± 9.2

Quantitative

Questionnaire

NIF

Mobile

Ryan et al. (2006)

✓

-

United States

927

93-21 % M;

22.1 years old

19.2 ± 14.4

Quantitative

Questionnaire

SDT

G_DIV1

Sanderson et al. (2020)

✓

-

United States

22

100 % M;

NIF

NIF

Qualitative

Interviews

U&G

Battle Royale

Vahlo et al. (2025)

✓

-

United Kingdom; United States

1575

55-49 % M;

32.9 ± 10.6 years

18.3 ± 18.3

Mixed

Open Question + Quiz

EC; SDT

G_DIV5

Weiner et al. (2017)

✓

-

Online

510

68 % M;

34 ± 10.2 years

NIF

Quantitative

Questionnaire

U&G

Fantasy Sport

Yang et al. (2017)

✓

-

United States

262

55 % M;

30.7 ± 7.8 years

21.7 ± 7.1

Quantitative

Questionnaire

NIF

G_RA

Yee (2006)

✓

-

Online

3200

86 % M;

NIF

NIF

Quantitative

Questionnaire

NIF

MMORPG

Yildiz et al. (2020)

✓

-

Türkiye

1677

52 %

M; 27.2 ± 7.7 years

24.9 ± 16.8

Quantitative

Questionnaire

NIF

NIF

Yoo et al. (2024)

✓

-

United States; Nigeria

29

86 % M;

25.9 ± 7 years

NIF

Qualitative

Interviews

SDT

Sports

Yue et al. (2025)

✓

-

China

230

78 % M;

25.7 ± 7.3 years

18.2 ± 14.8

Mixed

Interviews + Questionnaires

SDT

MMORPG

Legend: NIF = Not Informed or Not Specified. Base theory: SDT = Self-Determination Theory, IRT = Innovation Resistance Theory, LC = Leisure Constraints, PCM = Psychological Continuum Model, OIT = Organismic Integration Theory, SCT = Social Cognitive Theory, U&G = Uses and Gratifications Theory, EVT = Expectation Violations Theory, TAM = Technology Acceptance Model, PPM = Push–Pull–Mooring Theory, EC = Enactive Cognition; Game genre: G_DIV1 = Platform; Adventure; Fight; Shoot 'em up; Race; MMO; MMORPG = Massively Multiplayer Online Role-Playing Game; MOBA = Multiplayer Online Battle Arena; MMO = Massively Multiplayer Online; G_DIV = Miscellaneous; G_RA = Augmented Reality; G_DIV2 = Action adventure, Adventure, Casual, Fighting, Management, MMORPGs, Party, Platform, Racing, RPGs, Shooter, Simulator, Social network, Sports, Strategy; G_DIV3 = Shooting, Action Role-Playing, Role-Playing, Action-Adventure, Strategy, Sports & Driving, Simulation, Other Genres, Fighting; G_DIV4 = Shooter, MOBA, Strategy, MMORPG, RPG, Action-Adventure, Sports, Casual, Social Simulation, Building, Platform, Fighting; MMMORTS = Massively Multiplayer Mobile Online Real-Time Strategy; G_DIV5 = Action, Action-adventure, Adventure, Educational, Fighting, Party, Platformer, Puzzle, Racing, Role-playing (RPG), Sandbox, Simulation, Sports, Strategy, Visual novel. Source: Self made

 

Data charting and synthesis 

 

    Data extraction was piloted with five randomly selected studies to maximize reliability. A standardized spreadsheet captured: bibliographic information, participant profiles (sample size, gender, age, play hours), methodological approach and underlying theories, game characteristics (titles, genres, platforms), and core findings on motivations and constraints. Results were synthesized through descriptive statistics and thematic grouping based on study focus (motivations, constraints, or both) to facilitate cross-dimension comparison.

 

Results 

 

General characterization of the studies 

 

    The 38 included studies span four decades, from pioneering arcade evaluations (Morlock et al., 1985; Ng, & June, 1985) to recent analyses of emerging esports markets (Panwar, 2025) and accessible gaming (Yue et al., 2025). Publications accelerated post-2020, peaking in 2024 (n=6; 15.8 %), reflecting heightened academic interest following the COVID-19 pandemic (Yoo et al., 2024). Geographically, the United States predominated (n=14), followed by Canada (n=6) and the United Kingdom (n=6). Despite a recent broadening of geographic scope, the Global North persists as the dominant locus, leaving Latin America, Africa, Southeast Asia, and the Middle East structurally underrepresented (Figure 3).

 

Figure 3. Systematic review publication mapping: (A) Distribution

of publications by year; (B) Number of publications by country

Figure 3. Systematic review publication mapping: (A) Distribution of publications by year; (B) Number of publications by country

Source: Self made

 

    Sample sizes ranged from 22 (Sanderson et al., 2020) to 37,827 participants (Kahn et al., 2015). The dominant demographic cohort consisted of young adult males aged 20–30, appearing in 24 studies (63.2 %) for age and 27 (71.1 %) for gender. Quantitative methodologies predominated (70.6 %), primarily using standardized questionnaires to capture weekly play time, ranging from 1.26 to 39.07 hours, and game characteristics, notably MMORPGs, fantasy sports, and mobile gaming (Table II).

 

    Self-Determination Theory (n=6; 15.8 %), Uses and Gratifications (n=4; 10.5 %), and Leisure Constraints Theory (n=3; 7.9 %) were the most frequently invoked frameworks. Notably, 50 % of the corpus did not explicitly state a formal theoretical framework.

 

Studies on motivations (n=29) 

 

    Representing 76.3 % of the corpus, motivation-focused studies consistently identify socialization, competition/challenge, and escapism/immersion as core drivers across methodologies (Demetrovics et al., 2011; Kahraman, & Kazançoğlu, 2023; Lafrenière et al., 2012; López-Fernández et al., 2020; Sanderson et al., 2020). Socialization predominates in collective environments like MMORPGs (Dindar, & Akbulut, 2014; Fuster et al., 2012; Yee, 2006), whereas competition and challenge dominate male-skewed samples (Arslan et al., 2024; Kahn et al., 2015; Lee, & Schoenstedt, 2011). Escapism emerges across diverse contexts, from recreational play (Yıldız et al., 2020) and esports (Bányai et al., 2020) to stress mitigation during the COVID-19 pandemic. (Ha, & Kim, 2024; Lewinson et al., 2024; Yoo et al., 2024)

 

    Gender and game-type variations are widely documented. Men primarily associate play with performance and competition, whereas women favor socialization, narratives, and cooperation (Dwyer et al., 2018; Morlock et al., 1985). Fantasy sports research shows cross-gender alignment regarding competition (Lee et al., 2013; Weiner, & Dwyer, 2017), though challenge and social bonding emerge as distinct drivers for female players (Dwyer et al., 2018). AR games produced a further distinct profile, physical activity, nostalgia, and relationship initiation (Broom et al., 2019; Yang, & Liu, 2017; Zsila et al., 2017), as did sport video games, centered on knowledge application and sport identification. (Kim, & Ross, 2006)

 

    Cross-cultural and demographic heterogeneity indicates that motivational salience depends on player identities and socio-cultural conditions. Nigerian VR players exhibit external control factors absent in American samples (Yoo et al., 2024), and North American students score higher across motivational dimensions than cohorts from Europe, Latin America, and South Africa (Michelini et al., 2023). Long-term relationship building and customization are statistically non-significant for Indian esports players (Panwar, 2025). Temporally, play trajectories are non-linear across lifecycles (De Grove et al., 2014; Kahraman, & Kazançoğlu, 2023), shifting from external triggers to relational anchoring over time (Carradini, & Lu, 2020). Yue et al. (2025) further identified "emotional venting" as a motivator unique to blind and visually impaired (BVI) players in China, absent in sighted cohorts.

 

    Methodologically, several studies developed new scales to address limitations in genre-specific instruments (Fritz, & Stöckl, 2023; Gursesli et al., 2024; Zsila et al., 2017). Most theoretically significant, Vahlo, & Tuuri (2025) inductively derived a nine-factor inventory from 1,648 open-ended descriptions, arguing that traditional scales conflate motivational disposition with game-specific enjoyment, a distinction with direct implications for how motivation and constraint interact. Yue et al. (2025) similarly constructed a specialized instrument to map the accessibility and emotional needs of underserved populations.

 

Studies on constraints (n=5) 

 

    Representing only 13.2 % of the corpus, constraint-focused studies identify two primary axes: logistical/instrumental (time, cost, equipment access) and psychosocial/symbolic (social stigma, family pressure, cultural delegitimization of gaming identities) (Chen, 2013; Ha, & Kim, 2024; Pizzo et al., 2023; Rennick, & Roberts, 2025). Methodologically, these studies deployed qualitative approaches, Leisure Constraints Theory, or Innovation Resistance Theory, though none utilized validated instruments designed specifically for digital leisure.

Across this corpus, psychosocial and symbolic barriers, perceived incompetence, peer disapproval, and family pressure, converged as stronger predictors of non-engagement than logistical factors, with effects varying across gender, experience, and cultural context. (Ha, & Kim, 2024; Jiang, 2018; Pizzo et al., 2023)

 

    Rennick, & Roberts (2025) surveyed 1,000 British female mobile gamers: 28.8 % reported guilt about playing, and 16.7 % concealed their gaming from social circles. Using random forest analysis, guilt was primarily predicted by perceiving gaming as a male pastime, feeling embarrassed to identify as a gamer, and not knowing which games to try. Counterintuitively, women who most anticipated playing reported higher guilt, and those proud of their achievements were more likely to conceal their play.

 

Studies on motivations and constraints (n=4) 

 

    Representing 10.5 % of the corpus, four studies simultaneously modeled both dimensions using the Psychological Continuum Model (PCM), Leisure Constraints Theory, or mixed-methods designs. (Broom et al., 2019; Carradini, & Lu, 2020; Khodadadian et al., 2024; Tan et al., 2017)

 

    These integrative studies indicate that intrinsic motivations (socialization, fun, and immersion) can mitigate logistical constraints, supporting hierarchical negotiation models (Crawford et al., 1991; Raymore, 2002). Khodadadian et al. (2024) demonstrated that as players advance through PCM stages (awareness to attachment), motivations progressively outweigh structural barriers. Similarly, Tan et al. (2017) found that MMORPG social interaction features function as active negotiation mechanisms against interpersonal barriers.

 

    Conversely, intense psychosocial constraints consistently override intrinsic motivations, causing withdrawal rather than negotiation. Broom et al. (2019) showed that while fun and socialization drove active users, safety concerns and social disapproval prevented non-users from engaging, regardless of their interest. Carradini, & Lu (2020) documented that players who sustained engagement through relational motivations eventually disengaged when offline obligations became irreconcilable with play.

 

    The scarcity of integrative studies leaves the field without the empirical base to account for why strongly motivated players sometimes withdraw, or why players facing significant barriers sometimes persist.

 

Discussion 

 

    This scoping review mapped 38 studies to examine how digital game and esports motivations and constraints interact as interdependent phenomena. The corpus demonstrates substantial progress in documenting why people play, but reveals a critical theoretical deficit regarding the barriers that restrict play and a near-absence of integrative frameworks capable of accounting for both dimensions simultaneously.

 

The predominance of motivations and its theoretical limits 

 

    The disproportionate focus on motivations reflects commercial and academic incentives centered on player acquisition and retention. More significant, however, is the theoretical narrowness characterizing this domain. The dominance of Self-Determination Theory (SDT; Ryan et al., 2006) and Uses and Gratifications Theory (U&G; Kim, & Ross, 2006) frames gaming primarily through individual need fulfillment and media gratifications, leaving digital play undertheorized as a cultural practice embedded in socio-historical and identity contexts, a limitation that game studies scholars have long noted. (Mäyrä, 2008; Shaw, 2014)

 

    Consequently, when motivation is operationalized as universal need satisfaction, derived instruments overemphasize cross-population commonalities (achievement, socialization, escapism) while systematically underweighting context-specific drivers: the nostalgia of AR gamers (Zsila et al., 2017), emotional venting among visually impaired players (Yue et al., 2025), and utility or boredom relief (Vahlo, & Tuuri, 2025). While these dimensions surface regularly in inductive designs, they are typically flattened during scale standardization, producing a literature far more convergent than the phenomenon warrants.

 

    This reinforces critiques across leisure and media studies. Przybylski et al. (2010) showed that the relationship between gaming motivation and well-being is contingent on whether play satisfies or frustrates psychological needs, a nuance that content-focused instruments miss. Martucci et al. (2023) found that scale proliferation has generated fragmented, non-comparable findings (see also Sherry et al., 2006). Vahlo, & Tuuri (2025) formalized this critique by demonstrating that the field consistently conflates general motivational dispositions (why people play) with game-specific enjoyment factors (what makes a particular game gratifying).

 

    Moving beyond these limitations requires frameworks capable of integrating the psychological, symbolic, and sociocultural dimensions of gaming motivation (Mäyrä, 2008; Shaw, 2014). Practice theory, which treats leisure as a socially structured field of meaning-making shaped by class, gender, and cultural capital (Bourdieu, 1984; Warde, 2005; Schatzki et al., 2001), offers a particularly promising foundation, as it is inherently sensitive to what players find meaningful, legitimate, and worth pursuing.

 

Cultural and demographic specificity as a theoretical problem 

 

    A recurrent finding across the corpus is that motivational dimensions vary significantly in weight, expression, and consequence depending on socio-cultural context, yet this variation has typically been treated as a methodological limitation rather than a structural challenge to the universalist assumptions underlying dominant models.

 

    The findings that Indian esports players show no significant motivation toward long-term in-game relationship building (Panwar, 2025), Turkish players follow motivational trajectories bound to local achievement norms (Kahraman, & Kazançoğlu, 2023), and North American cohorts score higher across most motivational dimensions than European or Latin American peers (Michelini et al., 2023) highlight substantive heterogeneity rather than statistical noise. Similarly, that BVI players utilize gaming primarily for emotional venting, yielding well-being outcomes disparate from sighted populations (Yue et al., 2025), illustrates that demographic factors do not merely moderate universal processes but fundamentally alter their nature.

 

    These findings resonate with broader leisure research. Floyd et al. (2008) and Stodolska (2018) argued that reliance on dominant demographic groups produces theories that implicitly encode Western, privileged values and opportunity structures as universal standards. In digital culture, this mismatch exposes the historical construction of the "universal gamer" as white, Western, and male (Cote, 2020; Gray, 2020). This politics of representation marginalizes emerging markets and diverse bodies, constraining whose practices are deemed worthy of theoretical formulation.

 

    Consequently, the overrepresentation of Global North young adult males represents a deficit of theoretical scope. While market data demonstrate an increasingly diverse global audience, with rising average ages, expanding female participation, and rapid growth across South Asia, Southeast Asia, and Africa (Newzoo, 2024; PGB, 2024), the field's dominant models remain anchored to a narrow population slice. Bridging this gap is not merely a matter of demographic representation, but a prerequisite for robust theoretical advancement.

 

Constraints as a constitutive dimension of gaming experience 

 

    The scarcity of constraint research reflects a broader leisure-studies bias privileging engagement over disengagement, a deficit identified decades ago (Crawford et al., 1991) but only partially corrected in digital gaming literature. Historically, the field has successfully catalogued distinct barriers but struggled to explain how they interact with motivations to shape participation. (Jackson, 2005)

Collectively, the reviewed studies suggest that gaming barriers are not merely external obstacles that highly motivated players eventually negotiate. Psychosocial and symbolic constraints, the internalization of gendered norms, fear of social judgment, and the perception that gaming is culturally incongruent with one's identity, operate fundamentally by undermining the player's sense of belonging, rather than just the logistical conditions of play. Empirically, perceived incompetence and negative social stigma outweigh structural barriers among non-players (Ha, & Kim, 2024), female esports participants experience heightened intrapersonal and interpersonal friction (Pizzo et al., 2023), and social judgment predicts gaming withdrawal more strongly than time or financial constraints. (Jiang, 2018)

 

    This pattern aligns with foundational arguments that women's primary leisure barriers are ideological, rooted in cultural expectations regarding femininity, caregiving, and the perceived illegitimacy of personal time (Henderson, & Bialeschki, 1991). Within digital spaces, this is compounded by toxic meritocracies that actively police gaming masculinity, systematically marginalizing diverse bodies (Chess, 2017; Meriläinen et al., 2026). Intersectional analyses further demonstrate that gender and race generate compounding constraints that single-axis models fail to capture. (Adefope, & Bayraktar, 2025)

    

    Rennick, & Roberts (2025) empirically detailed these psychosocial dynamics: among 1,000 British female mobile gamers, 28.8 % reported guilt about playing and 16.7 % concealed their gaming. Crucially, women who most anticipated play or felt proud of in-game achievements exhibited higher guilt and concealment. This paradox reflects both Wearing's (1998) "leisure ethic", wherein genuine pleasure intensifies rather than reduces the sense that leisure is illegitimate, and Hermes's (1995) "guilty pleasures" framework, where culturally devalued engagement produces ambivalence combining enjoyment with shame.

 

    Consequently, psychosocial constraints do not merely discourage play; they impose an affective toll borne within the gaming experience itself. The psychosocial and symbolic axis of constraints remains structurally and analytically underestimated: its mechanisms, identity threat, affective burden, and cultural exclusion, cannot be captured by instruments designed for logistical barriers, requiring theoretical frameworks that constraint research has yet to fully develop.

 

The interdependence of motivation and constraint: toward an integrative model 

 

    The four studies simultaneously addressing motivations and constraints represent the most theoretically generative segment of the corpus, revealing dynamics that neither tradition can account for independently. Their convergent finding, that intrinsic motivations mitigate logistical constraints, but intense psychosocial barriers entirely override motivation, points toward a vital theoretical distinction: between constraints operating on the conditions of play versus those operating on the identity of the player.

 

    This distinction resonates with adjacent fields. In sport participation and minority leisure research, identity-based exclusion and a restricted sense of cultural entitlement operate independently of, and more powerfully than, structural constraints (Lange et al., 2024). Translated to gaming, whether an individual views themselves as a legitimate "gamer", a perception heavily policed by industry norms and community representations, is far more consequential for their long-term trajectory than any logistical barrier they encounter.

 

    By demonstrating that identity threats cannot be mitigated by motivational intensity alone, these findings expose a structural blind spot in Jackson et al.'s (1993) constraint negotiation thesis. The model's "balance proposition", that participation depends on the relative weight of motivations and constraints, falters when the actor's cultural legitimacy is under threat. While stronger motivation may balance a lack of time, it cannot resolve a socially delegitimized identity; instead, accelerating motivation under structural stigma paradoxically deepens the affective cost of engagement. This challenges the foundational assumption that constraints and motivations operate on the same plane and can be additively weighed against each other.

 

    The temporal dimension introduces further complexity. That motivations and constraints increase concurrently as players deepen their engagement underscores that this relationship is a dynamic, evolving negotiation across the player lifecycle rather than a static equilibrium (Carradini, & Lu, 2020; Khodadadian et al., 2024). This aligns with longitudinal evidence showing that constraint weights shift across life stages in ways that cross-sectional surveys systematically fail to capture. (Alexandris et al., 2011)

 

    Advancing the field requires integrative models treating motivations and constraints as dialectically related dimensions of a single phenomenon: the situated practice of play under specific social conditions. Social Identity Theory (Tajfel, & Turner, 1979) clarifies how group categorization and belonging shape gaming experiences. Intersectionality (Crenshaw, 1989; Collins, 2000) unpacks how gender, race, class, and disability compound to produce unique constraint experiences (Pizzo et al., 2023; Hossain, & Al Fahad, 2024). Practice Theory (Bourdieu, 1990; Schatzki et al., 2001) reframes gaming from an individual behavioral choice to a socially structured practice shaped by habitus and cultural capital.

 

Implications for sport and esports management 

 

    As digital gaming and esports consolidate within the global sports economy (Newzoo, 2024; PwC, 2023), these findings offer actionable insights for industry stakeholders.

    

    Player acquisition and retention. Current strategies target motivational pull factors while treating barriers as siloed concerns, a separation that is strategically misguided. Psychosocial constraints impose ongoing affective costs on active players, not only on non-players. Managers who overlook identity-based barriers will misattribute dropout to motivational deficits rather than structural exclusion.

 

    Diversity, inclusion, and market development. In esports governance, sustainable inclusion demands dismantling the toxic meritocracies that stigmatize female, older, and disabled players, surface-level representation initiatives are insufficient (Ha, & Kim, 2024; Pizzo et al., 2023; Rennick, & Roberts, 2025). Expanding into the Global South requires hyper-localized research, as Western-calibrated motivational models fail to transfer across diverse cultural norms. (Panwar, 2025; PwC, 2024)

 

    Responsible gaming. Play motivations are not uniform constructs. Specific drivers, emotional venting, compulsive social escapism, can trigger problematic engagement and undermine well-being (Sanderson et al., 2020; Yue et al., 2025). Industry and regulatory bodies must distinguish between motivational profiles that support well-being and those that threaten it.

 

    Sport management theory. The conceptual tools developed for traditional sports require substantial adaptation for digital gaming contexts, where identity dynamics are more volatile and psychosocial constraints operate through mechanisms existing frameworks have not yet fully addressed.

 

Limitations, gaps, and future directions 

 

    Several limitations condition this review. First, following Arksey, & O'Malley (2005), the literature was mapped without formal quality appraisal. Second, restricting eligibility to English and Portuguese across three databases likely underrepresented research published in Chinese, Korean, and Japanese, a particularly consequential gap given that this review identifies non-Western underrepresentation as a structural problem in the field. Third, the stakeholder consultation stage was omitted (Levac et al., 2010). Finally, the synthesis reflects the corpus's structural fragmentation: cross-sectional quantitative designs and a severe demographic bias toward Global North young adult males.

 

    Future research must prioritize four interconnected agendas. Theoretically, the field requires integrative frameworks, drawing on social identity theory, intersectionality, and practice theory, capable of modeling motivations and constraints as dialectically interdependent rather than additive variables (Bourdieu, 1990; Crenshaw, 1989; Crawford et al., 1991). Methodologically, scholars must transition toward longitudinal and qualitative designs, digital ethnographies, in-depth interviews, capable of tracking constraint negotiation across the player lifecycle (Alexandris et al., 2011). Geographically, deliberate investment must expand coverage to Latin America, Africa, and Southeast Asia to test the limits of Western-centric models. Finally, the field urgently needs psychometric instruments validated specifically for digital leisure constraints, enabling researchers to track how barriers moderate the relationship between motivation, organizational practice, and psychological well-being.

 

Conclusion 

 

    This scoping review mapped 38 studies across four decades, exposing a profound structural and theoretical imbalance in digital game and esports literature. Research remains heavily skewed toward motivational pull factors while the constraining dimensions of gaming remain critically understudied. Most significantly, this synthesis confirms that the relationship between motivations and constraints is dialectical rather than additive: while intrinsic motivations can mitigate logistical barriers, deep psychosocial and symbolic constraints, rooted in identity exclusion and cultural stigma, consistently override motivation, imposing affective costs on players who already value and enjoy gaming. The distinction between constraints that operate on the conditions of play and those that operate on the identity of the player represents the field's most theoretically underexplored frontier.

 

    For sport management and esports governance, this imbalance has direct practical consequences: strategies anchored in pull factors alone will misattribute dropout, underestimate structural friction, and fail to address the cultural mechanisms through which gaming continues to be marked as belonging to some players more than others.

 

    Understanding digital gaming requires moving beyond functionalist views of entertainment toward recognizing play as a socially structured space for expression, resistance, and belonging. An integrated vision of motivations and constraints is not an academic abstraction but a practical necessity, the foundation for industry frameworks and policies that are commercially sustainable, socially inclusive, identity-legitimizing, and psychologically responsible.

 

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Lecturas: Educación Física y Deportes, Vol. 31, Núm. 342, Nov. (2026)