scholarly journals The Effect of Conscientiousness as Personality Trait and Gender on Digital Game Addiction in High School Students

Author(s):  
Ahmet KESİCİ
2021 ◽  
Author(s):  
Burçak KESKİN ◽  
Burcu GÜVENDİ23 ◽  
Bilal KARAKOÇ ◽  
Selman KAYA ◽  
Onat ÇETİN2

This study aims to determine the relationship between the digital game addiction levels of secondary and high school students and their motivation for participation in physical activity during the pandemic process. the study participants include a total of 322 students, 227 males, and 95 females, aged between 11 and 18. the game addiction scale for adolescents and the motivation scale for participation in physical activity were used as data collection tools in the study. in the statistical method of the study, descriptive statistics (frequency, arithmetic mean, standard deviation), t-test, one-way analysis of variance (ANOVA), Tukey multiple comparisons, and Pearson correlation tests were used. In the research findings, it has been determined that there is a negative and low-level significant relationship between the individual reasons and causelessness sub-dimensions of the motivation scale for participation in physical activity and digital game addiction. there was a significant difference in the game addiction scale and sub-dimensions of the motivation for participation in physical activity according to the duration of digital gaming of the students and their education levels. A significant difference was determined in the motivation scale for participation in physical activity according to the branch variable, and in the scale of game addiction according to the situation of the parents’ setting limits on the duration of digital gaming. A significant difference was not found in either scale according to gender. As a result, it was observed that the more the motivation for participation in physical activity, the lower the digital game addiction.


2017 ◽  
Vol 14 (4) ◽  
pp. 4989 ◽  
Author(s):  
Nurullah Emir Ekinci ◽  
İlimdar Yalçın ◽  
Ömer Özer ◽  
Tayfun Kara

The aim of this study was to investigate the digital game addiction levels of the high school students, according to some variables such as sports participation, gender, place of accommodation and level of income.The sample group comprises 931 high school students (508, %54,6 female and 423, %45,4 male) from several villages, districts and Kutahya city center (a town in the west part of Turkey with the population of 325.000). They participated to the study voluntarily. In addition to personal information from prepared by the researcher, the game addiction scale developed by Lemmens et al. (2009) and adapted to Turkish by Irmak and Erdogan (2015) was used as a data gathering tool. It is a five point Likert type scale and has one factor and seven items. In order to evaluate the results the descriptive statistical methods (percentage (%), frequency (f) and t-test, one-way ANOVA) were used.As a result, the significant difference was determined regarding digital game addiction [t (931)=-3,76; p=0,00]  between the students who participate to the sports activities and who do not. So, the non-participant students found more game addicted. According to the gender, male students were determined more addicted than females [t (931)=9,45; p=0,00]. No significant difference was determined in terms of the place where the students lived (p=0,56, p>0,05). Finally, the significant difference was determined in terms of the income levels, [f (931)=3,07; p=0,01] on behalf of  the students who had good income level. They found more addicted.


2020 ◽  
Vol 13 (8) ◽  
pp. 118
Author(s):  
Battal Göldağ

The aim of this study is to investigate the relationship between digital game dependence levels and violence tendency levels of high school students. In the present research, relational survey model has been used. The population of the study consists of 9th, 10th, 11th grade students in the high schools in Battalgazi and Yeşilyurt districts of Malatya in the spring term of 2018-2019 academic year. Simple random sampling method has been used for our sample selection. Digital Game Addiction Scale (DGAS-7) was used to determine the level of digital game addiction, and Violence Tendency Scale (VRS) was used to determine the levels of violence tendency. DGAS-7 was developed by Lemmens et al. (2009). To determine the problematic digital game behaviors of adolescents between the ages of 12-18. It has been developed by Haskan and Yıldırım to measure the tendency of violence among adolescents. According to the results obtained in our research; according to the monotetic format, 4.6% of the students participating in the research were addicted to digital games, while 95.4% were not dependent. According to the polythetic format, while 21.7% is addicted to digital games, 78.3% is not addicted. There was a statistically significant difference between female and male students in terms of digital game addiction and violence tendency in favor of female students. There was also a significant difference between the levels of digital game addiction and violence tendency according to mobile phone ownership. This difference is in favor of students who do not have mobile phones. There has been a statistically significant difference between the levels of digital game addiction in favor of the students who do not have mobile internet connection, but no significant difference has been found between the levels of violence tendency. There has been a statistically significant difference between non-dependent students in terms of violent tendency levels in terms of digital game addiction in monotetic and polythetic format. The level of violence tendency of non-dependent students is lower than that of dependent students. There has been a statistically significant difference between digital game addiction levels and violence tendency levels according to the duration of digital game play. This difference is in favor of students who play less time in a day. There has been a positive and moderate relationship between digital game addiction levels and violence tendency levels.


2021 ◽  
Vol 4 (4) ◽  
Author(s):  
Burçak KESKİN ◽  
◽  
Burcu GÜVENDİ ◽  
Bilal KARAKOÇ ◽  
Selman KAYA ◽  
...  

This study aims to determine the relationship between the digital game addiction levels of secondary and high school students and their motivation for participation in physical activity during the pandemic process. the study participants include a total of 322 students, 227 males, and 95 females, aged between 11 and 18. the game addiction scale for adolescents and the motivation scale for participation in physical activity were used as data collection tools in the study. in the statistical method of the study, descriptive statistics (frequency, arithmetic mean, standard deviation), t-test, one-way analysis of variance (ANOVA), Tukey multiple comparisons, and Pearson correlation tests were used. In the research findings, it has been determined that there is a negative and low-level significant relationship between the individual reasons and causelessness sub-dimensions of the motivation scale for participation in physical activity and digital game addiction. there was a significant difference in the game addiction scale and sub-dimensions of the motivation for participation in physical activity according to the duration of digital gaming of the students and their education levels. A significant difference was determined in the motivation scale for participation in physical activity according to the branch variable, and in the scale of game addiction according to the situation of the parents’ setting limits on the duration of digital gaming. A significant difference was not found in either scale according to gender. As a result, it was observed that the more the motivation for participation in physical activity, the lower the digital game addiction.


2016 ◽  
Vol 7 (2) ◽  
pp. 298-303 ◽  
Author(s):  
Nurullah Emir Ekinci ◽  
Umit Dogan Ustun ◽  
Omer Ozer

This study aims to investigate digital game addiction of high school students according to gender and regular sport participation. For this 398 high school students who were randomly chosen voluntarily participated in the study. In addition to personal information from the Turkish version of Lemmens and colleagues’a  game addiction scale was used as a  data gathering tool. The Turkish adaptation of the scale was done by Aylin Yalcın Irmak and Semra Erdogan in 2015. The Turkish version of the scale consists of one factor and seven items anchored with a five Likert type scale. In the evaluation of the data linear regression was used. The findings of this study revealed that there was a positive relationship between gender and digital game addiction


10.32698/0772 ◽  
2019 ◽  
Vol 2 (2) ◽  
pp. 113
Author(s):  
Eryzal Novrialdy ◽  
Herman Nirwana ◽  
Riska Ahmad

Adolescents are currently in the midst of technological sophistication, which is very helpful for its development. On the other hand, many adolescents are trapped in the problem of technology addiction. Adolescents are the most age group who experience problems with the use of technology, including online games. Online game addiction is the loss of control over the use of online games, which makes other daily activities are disrupted. Online game addiction in adolescents have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects, and financial aspects. Lack of understanding about the risks of online game addiction can get adolescent stuck in online game addiction. This research aims to describe high school students understanding about the risks of online game addiction. The sample consisted of 255 high school students selected by proportional random sampling technique. Data was collected using a scale measuring understanding of the risks of online game addiction. Data analysis used a quantitative approach with descriptive methods. The results showed that high school students understanding about the risks of online game addiction was included in the moderate category with an average score of 198,48 and an achievement score level of 55,14%. Therefore, school counselors must to improve high school students understanding of the risks of online game addiction.


2019 ◽  
Vol 15 (4) ◽  
pp. 14-33
Author(s):  
Shauna A. Morimoto

This article draws on qualitative data of U.S. high school students considering their place in the adult world; the purpose is to investigate Jeffrey Arnett’s (2000) concept of “emerging adulthood” as a new stage of life course. Drawing on interviews and observational data collected around the time when Arnett’s notion of emerging adulthood started to take hold, I use intersectional interpretive lens in order to highlight how race and gender construct emerging adulthood as high school students move out of adolescence. I consider Arnett’s thesis twofold. First, when emerging adulthood is examined intersectionally, young people reveal that – rather than being distinct periods that can simply be prolonged, delayed, or even reached – life stages are fluid and constantly in flux. Second, since efforts to mitigate against uncertain futures characterizes the Millennial generation, I argue that the process of guarding against uncertainty reorders, questions or reconfigures the characteristics and stages that conventionally serve as markers of life course. I conclude that the identity exploration, indecision, and insecurity associated with emerging adulthood can also be understood as related to how the youth reveal and reshape the life course intersectionally.


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