How do the constraints and motivation of gamers affect their loyalty? (Case report: Iranian gamers)

Abstract
Different types of leisure surround today's world. Playing video games is the most popular type of digital leisure in Iran and the world. This research's main goal is to analyze gamers' constraints and motivations based on the PCM model. The statistical population of this research is gamers under the age of 30 who play video games for at least 1 to 6 hours per week in their free time. Descriptive statistics methods are used to analyze the data. (statistical indices of central tendency and dispersion) and inferential statistics of one-way analysis of variance (ANOVA) and independent t-test were used. The results showed a significant relationship between the understanding of constraints and the position of people in the PCM model in such a way that each of the dimensions of Constraints are understood differently in the stages of the model and show different deterrent power in different classes.