Asian Institute of Research, Journal Publication, Journal Academics, Education Journal, Asian Institute
Asian Institute of Research, Journal Publication, Journal Academics, Education Journal, Asian Institute

Education Quarterly Reviews

ISSN 2621-5799

asia institute of research, journal of education, education journal, education quarterly reviews, education publication, education call for papers
asia institute of research, journal of education, education journal, education quarterly reviews, education publication, education call for papers
asia institute of research, journal of education, education journal, education quarterly reviews, education publication, education call for papers
asia institute of research, journal of education, education journal, education quarterly reviews, education publication, education call for papers
crossref
doi
open access

Published: 25 January 2022

Effect of Digital Game Addiction and Social Anxiety Levels on Recreational Active Adolescents

Serhat Turan, Tuncay Öcal, Ömer Cengiz

Balıkesir University (Turkey), Aksaray University (Turkey), Siirt University (Turkey)

asia institute of research, journal of education, education journal, education quarterly reviews, education publication, education call for papers
pdf download

Download Full-Text Pdf

doi

10.31014/aior.1993.05.01.416

Pages: 40-47

Keywords: Digital Game Addiction, Social Anxiety, Adolescent

Abstract

The aim of the research is to investigate the digital game addiction and social anxiety levels of adolescents who play sports recreationally. 226 adolescents (69 girls, 157 boys) who do sports recreationally participated in the research. In the research, the personal information form prepared by the researcher and the short form of the digital game addiction scale (DGAS-7) developed by Lemmens and friends (2009) and adapted into Turkish by Irmak and Erdoğan (2015) and La Greca and others, (1988) developed by Demir and others, (2000) Social Anxiety Scale for Children which was adapted into Turkish, were used. SPSS 22 statistical program was used in the analysis of the research. Manova analysis and regression analysis were used in the research. The level of significance in the research was taken as p<.01. As a result of the analysis, the digital game addiction score averages of boys were found to be significantly higher than girls. As a result of the regression analysis, it was determined that digital game addiction, together with the variables of gender and having a computer at home, predicted social anxiety at a statistically significant level.

References

  1. Akçay, D., & Ozcebe, H. (2012). Okul öncesi eğitim alan çocukların ve ailelerinin bilgisayar oyunu oynama alışkanlıklarının değerlendirilmesi [Evaluation of Computer Game Playing Habits of Children at Pre-School Education Levels and Their Families]. Journal of Children’s/ Çocuk Dergisi, 12 (2), 66-71. https://doi.org/10.5222/j.child.2012.066

  2. Aksoy, A. B., & Çiftçi, H. D. (2018). Erken çocukluk döneminde oyun [Play in early childhood]. Pegem Citation Index/ Pegem Atıf İndeksi,001-230.

  3. Altunay, D. (2004). The effect of mathematics teaching which is supported with games on the students’ success and the permanence of the knowledge learned (Unpublished masters’ thesis). Gazi University, Ankara,Turkey.

  4. Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature. Psychological Science, 12, 353-359. https://www.jstor.org/stable/40063648

  5. Arslan, A., Kırık, A. M., Karaman, M., & Çetinkaya, A. (2015). Lise ve Üniversite Öğrencilerinde Dijital Bağımlılık [Digital Addiction in High School and University Students]. Journal of Communication and Literary Studies/ İletişim ve Edebiyat Araştırmaları Dergisi, 8, 34-58. Doı:10.17361/UHIVE.2015813153

  6. ASAGEM (2008). İnternet kullanımı ve aile [Internet use and family]. Ankara, Turkey: İsmat Matbacılık.

  7. Ayan, S., & Memiş, U. A. (2012). Erken çocukluk döneminde oyun [A Research Related to the Importance of Play in Early Childhood]. Selcuk University Journal of Physical Education and Sport Science/ Selçuk Üniversitesi Beden Eğitimi ve Spor Bilim Dergisi, 14(2), 143-149. Retrieved from https://www.acarindex.com/dosyalar/makale/acarindex-1423931789.pdf

  8. Ayhan, B., & Çavuş, S. (2015). Online Game Addiction Among High School Students. C. Daba-Buzoianu & H. Arslan (Dü) İçinde, Contextual Approaches İn Communication, (85-93). Frankfurt: Peterlang Academic Research.

  9. Bilgin, H.C. (2015). The Relationship Between Computer Game Addiction Levels and Communication Skills of Secondary School Students (Unpablished masters’s thesis). Pamukkale University,Denizli,Turkey.

  10. Benrazavi, R., Teimouri, M., & Griffiths, M. D. (2015). Utility of parental mediation model on youth’s problematic online gaming. International Journal of Mental Health and Addiction, 13(6), 712-727. Doi: 10.1007/s11469-015-9561-2

  11. Çetin, E. (2013). Tanımlar ve temel kavramlar, Eğitsel dijital oyunlar oyun [Definitions and basic concepts, Educational digital games game] Ankara,Turkey:Pegem Akademi.

  12. Durdu, P., Hotomaroğlu, A., & Çağıltay, K. (2005). Türkiye’deki öğrencilerin bilgisayar oyunu oynama alışkanlıkları ve oyun tercihleri: ODTÜ ve Gazi Üniversitesi öğrencileri arası bir karşılaştırma [Computer Game Playing Habits and Game Preferences of Students in Turkey: A Comparison between METU and Gazi University students] Eurasion Journal of Educational Research, 19, 66-76.

  13. Eni, B. (2017). Evalation of digital game addiction and response of high school students (published master’s thesis). Haliç University, İstanbul, Turkey. Retrieved from https://tez.yok.gov.tr/UlusalTezMerkezi/tezDetay.jsp?id=1B6T3kXGX8ouQj5G5KPrTQ&no=KX4tIpwhzBM12au4sksylg

  14. Erboy, E., & Vural, R. A. (2010). İlköğretim 4. ve 5. Sınıf Öğrencilerinin Bilgisayar Oyun Bağımlılığını Etkileyen Faktörler [The Factors that make 4 and 5 grade elementary students addicted to computer games] Journal of Ege Education/ Ege Eğitim Dergisi, (11) 1, 39–58. Retrieved from https://dergipark.org.tr/tr/download/article-file/57027

  15. Fromme, J. (2003). Computergames as a part of children´sculture. Game Studies, 3(1),Retrieved from http://www.gamestudies.org/0301/fromme/

  16. Funk, J. B., ve Buchman, D. D. (1996). Children'sperceptions of gender differences in social approval for playing electronic games. SexRoles, 35(3/4), 219-231. https://doi.org/10.1007/BF01433108

  17. Gentile, D. (2009). Pathological video-game use among youth ages 8 to 18: A national study. Psychological Science, 20(5), 594 - 602. https://doi.org/10.1111/j.1467-9280.2009.02340.x

  18. Gökçearslan, Ş., & Durakoğlu, A. (2014). Ortaokul Öğrencilerinin Bilgisayar Oyunu Bağımlılık Düzeylerinin Çeşitli Değişkenlere Göre İncelenmesi [An Analysis of Video Game Addiction Levels Among Secondary School Students According to Several Variables] Journal of dicle university ziya gokalp faculty of education/ Dicle Üniversitesi Ziya Gökalp Eğitim Fakültesi Dergisi, 23: 419 - 435. Retrieved from https://dergipark.org.tr/tr/download/article-file/786778

  19. Göldağ, B. (2018). Lise Öğrencilerinin Dijital Oyun Bağımlılık Düzeylerinin Demografik Özelliklerine Göre İncelenmesi [ The Investigation of the Digital Play Dependency Levels of High School Students with respect to Demographic Characteristics ] YYU Journal of Education Faculty/ YYÜ Eğitim Fakültesi Dergisi, 15 (1), 1287-1315.  http://dx.doi.org/10.23891/efdyyu.2018.105

  20. Griffiths, M. D., & Hunt, N. (1995). Computer game playing in adolescence: Prevalence and demographic indicators. Journal of Community & Applied Social Psychology, 5(3),189-193. https://doi.org/10.1002/casp.2450050307

  21. Griffiths, M. D., Davies, M. N., & Chappell, D. (2003). Breaking the stereotype: The case of online gaming. Cyber Psychology & behavior, 6(1), 81-91. Doı: 10.1089/109493103321167992

  22. Güvendi, B., Tekkurşun Demir, G., & Keskin, B. (2019). Ortaokul Öğrencilerinde Dijital Oyun Bağımlılığı ve Saldırganlık [ Digital Game Addiction and Aggression in Secondary School Students] Internatıonal Journal of society researches/ Opus Uluslararası Toplum Araştırmaları Dergisi, 11 (18), 1194-1217. Doı: 10.26466/opus.547092

  23. Hastings, E. C., Karas, T. L., Winsler, A., Way, E., Madigan, A., & Tyler, S. (2009). Young children's video/computer game use: relations with school performance and behavior. Issues in mental health nursing, 30(10), 638-649. Doı: 10.1080/01612840903050414

  24. Hazar, Z. (2018). Çağın Vebası Dijital Oyun Bağımlılığı ve Başa Çıkma Yöntemleri [ Plague of the Age Digital Game Addiction and Coping Methods]. Ankara,Turkey: Gazi Kitabevi.

  25. Horzum, M. B. (2011). İlköğretim öğrencilerinin bilgisayar oyunu bağımlılığı düzeylerinin çeşitli değişkenlere göre incelenmesi [Examining Computer Game Addiction Level of Primary School Students in Terms of Different Variables] Education and Science/ Eğitim ve Bilim, 36 (159), 56 - 68. Retrieved from http://egitimvebilim.ted.org.tr/index.php/EB/article/view/268

  26. Huizinga, J. (1998). Homo Ludens-A study of the play element in culture: London: Routledge and Kegan Paul.

  27. İnal, Y., & Çağıltay, K. (2005). İlköğretim öğrencilerinin bilgisayar oyunu oynama alışkanlıkları ve oyun tercihlerini etkileyen faktörler. Ankara Özel Tevfik Fikret Okulları, Eğitimde Yeni Yönelimler II. Eğitimde Oyun Sempozyumu, 14.

  28. Irmak, A. Y., & Erdoğan, S. (2016). Ergen ve genç erişkinlerde dijital oyun bağımlılığı: Güncel bir bakış [Digital Game Addiction Among Adolescents and Younger Adults: A Current Overview] Turkish Journal of Psychiatry/ Türk Psikiyatri Dergisi, 27(2),128-137. Doi: 10.5080/u13407

  29. Irmak, A. Y., & Erdogan, S. (2015). Dijital Oyun Bağımlılığı Ölçeği Türkçe formunun geçerliliği ve güvenilirliği [Validity and reliability of the Turkish version of the Digital Game Addiction Scale] Anatolian Journal of Psychiatry/ Anadolu Psikiyatri Dergisi, 16(S1), 10-19. http://dx.doi.org/10.5455/apd.170337

  30. Jansz, J., & Martens, L. (2005). Gaming at a LAN event: the social context of playing video games. New media & society, 7(3), 333-355. Doı: 10.1177/1461444805052280

  31. Karaca, S., Gök, C., Kalay, E., Başbuğ, M., Hekim, M., Onan, N., & Ünsal Barlas, G. (2016). Ortaokul öğrencilerinde bilgisayar oyun bağımlılığı ve sosyal anksiyetenin incelenmesi [Investigating the Association Between Computer Game Addiction and Social Anxiety in Secondary School Students] Clinical and Experimental Health Sciences, 6(1), 14-9. Doı: 10.5152/clinexphealthsci.2016.053

  32. Karasar, N. (2013). Bilimsel Araştırma Yöntemi [scientific research method]. Ankara, Turkey: Nobel

  33. Kirriemuir, J. (2002). Video gaming, education and digital learning technologies. D-lib Magazine, 8(2), 7.

  34. Kukul, V. (2013). Eğitsel Dijital Oyunlar, Oyunla ilgili tarihsel gelimler ve yaklaşımlar [ Educational digital games, Historical developments and approaches about the game ]Ankara, Turkey: Pegem

  35. Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media psychology, 12(1), 77-95. https://psycnet.apa.org/doi/10.1080/15213260802669458

  36. Lieberman, D. A., Fisk, M. C., & Biely, E. (2009). Digital games for young children ages three to six: From research to design. Computers in the Schools, 26(4), 299-313. DOI: 10.1080/07380560903360178

  37. Morahan Martin, J. & Schumacher, P. (2000). Incidence and Correlates of Patalogical Internet Use Among College Students. Computer in Human Behaviour, 16, 13-29. https://psycnet.apa.org/doi/10.1016/S0747-5632(99)00049-7

  38. Mustafaoğlu, R., & Yasacı, Z. (2018). Dijital Oyun Oynamanın Çocukların Ruhsal ve Fiziksel Sağlığı Üzerine Olumsuz Etkileri [The Negative Effects of Digital Game Playing on Children's Mental and Physical Health] Journal of Dependence/ Bağımlılık Dergisi, 19(3): 51-58. Retrieved from https://dergipark.org.tr/tr/download/article-file/515113

  39. Onay, P., Tüfekçi, A. & Çağıltay, K. (2005). Türkiye'deki öğrencilerin bilgisayar oyunu oynama alışkanlıkları ve oyun tercihleri: ODTÜ ve Gazi Üniversitesi öğrencileri arası karşılaştırmalı bir çalışma. Sözel bildiri, Bilişim Teknolojileri Işığında Eğitim Konferansı Bildiri Kitabı, Ankara, 97-101.

  40. Öncel, M. & Tekin, A. (2015). Ortaokul Öğrencilerinin Bilgisayar Oyun Bağımlılığı ve Yalnızlık Durumlarının İncelenmesi [An Analysis on Computer Games Addiction of Secondary School Students and Their Loneliness Conditions ] İnönü unıversıty ınstıtute of educatıonal scıences journal/ İnönü Üniversitesi Eğitim Bilimleri Enstitüsü Dergisi. 2(4): 7-17. Retrieved from https://dergipark.org.tr/tr/download/article-file/271785

  41. Sherry, J. L. & Lucas, K. (2001). Video Game Uses and Gratifications As Predictors Of Use and Game Preference. Paperpresented at theannualmeeting of the International Communication Association, Marriott Hotel, San Diego, CA.

  42. Singer, D. G., & Singer, J. L. (2009). Imagination and play in the electronic age. ABD: Harvard University Press.

  43. Şahin, C., & Tuğrul, V. M. (2012). İlköğretim öğrencilerinin bilgisayar oyunu bağımlılık düzeylerinin incelenmesi [ Defınıng the levels of computer game addıctıon of the prımary school students] Journal of World of Turks, 4(3), 115-130. Retrieved from http://www.dieweltdertuerken.org/index.php/ZfWT/article/view/338/sahin_tugrul

  44. Tekindal, M. & Çalışkan, B. (2016). Üniversite 1. Sınıf Öğrencilerinin Çevrimiçi Oyun Oynama ve Yalnızlık Düzeylerinin İncelenmesi: Hacettepe Üniversitesi İİFB Örneği [ Analysıs of relatıonsıp between the unıversıty students who play onlıne game and lonelıness level of unıversıty fırst-class students: Hacettepe Unıversıty faculty of economıcs and admınıstratıve scıences sımple ] Beyond the Horizon of Scientific Journal/ Ufkun Ötesi Bilim Dergisi, 16 (1), 1-26. Retrieved from https://dergipark.org.tr/tr/pub/uobild/issue/42561/513019

  45. Tüfekçi, A., (2007). Bilgisayar öğretmeni adaylarının bilgisayar oyunu oynama alışkanlıkları [A study of student habıts on playıng computer games] Journal of Gazi University Industrial Arts Education Faculty/ Gazi Üniversitesi Endüstriyel Sanatlar Eğitim Fakültesi Dergisi,21, 38-54. Retrieved from https://dergipark.org.tr/tr/download/article-file/296474

  46. Tüzün, H. (2004). Motivating learners ın educational computer games (Unpublished Doctoral Dissertation).Indiana University, Bloomington. Retrieved from https://www.proquest.com/docview/305200212?pqorigsite=gscholar&fromopenview=true

  47. Vygotsky, L. S. (2004). Imagination and creativity in childhood. Journal of Russian & East European Psychology, 42(1), 7-97. Retrieved from https://www.marxists.org/archive/vygotsky/works/1927/imagination.pdf

  48. Wan, C. S., & Chiou, W. B. (2006). Psychological motives and online games addiction: Atest of flow theory and humanistic needs theory for taiwanese adolescents. CyberPsychology & Behavior, 9(3), 317-324. Doı: 10.1089/cpb.2006.9.317

  49. Yarnal, C. M., Chick, G., & Kerstetter, D. L. (2008). “I did not have time to play growing up… so this is my play time. It's the best thing I have ever done for myself”: What is play to older women?. Leisure Sciences, 30(3), 235-252. https://doi.org/10.1080/01490400802017456

  50. Yarnal, C. (2006). The Red Hat Society®: Exploring the role of play, liminality, and communitas in older women's lives. Journal of Women and Aging, 18(3): 51–73. Doı: 10.1300/J074v18n03_05

  51. Yengin, D. (2010). Dijital oyunlarda şiddet kavramı: yeni şiddet [Concept of vıolence in digital games:New violence] (Published Doctoral Dissertation). Marmara Üniversity, İstanbul, Turkey.Retrieved from https://tez.yok.gov.tr/UlusalTezMerkezi/tezDetay.jsp?id=-Npa2cJhY25ubieooArGsA&no=Sp1IPxyOo6JT7wbXM10pcQ

  52. Yılmaz, B. (2008). İlköğretim 6. ve 7. Sınıf Öğrencilerinin Bilgisayara Yönelik Bağımlılık Gösterme Eğilimlerinin Farklı Değişkenlere Göre İncelenmesi. 6.International Educational Technology Conference, 6-9 May 2008, Anadolu University, Eskişehir, Turkey.