The main objective of this research was to determine the computer game habits and preferences of university students. One hundred and ninety one university students were selected with convenient sample technique from 5 different faculties of Marmara University. The results revealed that males played computer games more than females. Basing on the types of computer games, exciting games such as adventure and discovery games were the most preferred games by university students. This situation has a guru role to determine the scenario of gamification application which is one of the neoteric education methods in these days. The ratio of students having personal computer was found largely increased compared to previous researches and parallel with this increasement it was determined that the ratio of game players was also found increased. Participants claimed that competition which was created by computer games affected their motivation positively. On the other hand, it was understood that
Computer game, university, habit.