Examining Addiction Levels of Tablet, Phone, and Computer Gaming According to the Parents' Opinions of Students Participating Summer Sports Schools

2021 ◽  
Vol 15 (9) ◽  
pp. 2916-2919
Author(s):  
Veysel Albayrak ◽  
Atalay Gacar ◽  
Eyyup Nacar ◽  
Ömer Faruk Tutar

Background: The universe of the research is the athletes of summer sports schools held in Elazig in 2021. The sample consists of the mothers of 669 randomly selected athletes from sports schools. Aim: The aim of the study is to examine the levels of gaming addiction according to the parental opinions of the students participating the 2021 Elazig Summer Sports Schools. Methods: In order to determine the demographic characteristics of the participants in the study, the personal information form(gender, age, school level, mother work status, child's tablet/phone ownership status), and an 18-item scale developed by Ulusoy (2019) was used. Analysis of the data in the research and the calculation of the results found were created through statistical programs in a computer environment. Frequency (f) and percentage (%) distributions of variables were calculated. The data were checked with skewness and kurtosis tests to determine whether they were normally distributed. As a result of these tests and controls, it was determined that the data of the research was parametric. Therefore, t test and variance analysis (Anova) test were used. The error level was taken as p<0.05 in the study. Results: It was determined that there was a statistically significant difference in computer game addiction depending on the gender, mother work status and tablet/phone/computer availability of the students participating summer sports schools in Elazig province. There was no statistically significant difference in computer game addiction depending on educational status and age variables. Conclusion: In line with the study findings, it was observed that the overall average of computer game addiction levels was below average at 45.30 within the framework of the parental opinions of the students participating summer sports schools in Elazig province. Keywords: Sports, Gaming, Addiction, Technological Device

2015 ◽  
Vol 20 (1) ◽  
pp. 69-78 ◽  
Author(s):  
E.N. Volkova ◽  
A.V. Grishina

We provide the description of the author’s questionnaire, which determines the level (natural, compensatory, dependent) of computer gaming addiction in young teens. The questionnaire involves five basic scales: emotional attitude to computer games; self-control in a computer game; goal orientation on the computer game; parental relation to a computer game; preference for virtual communication to real. We analyze the features of subjectivity in early adolescence with different levels of computer game addiction. The structure of subjectivity is defined as the level of expression of its components: activity; awareness of the capacity for reflection, freedom of choice and responsibility for it; awareness of self-uniqueness; understanding and acceptance of the other; self-development. We found that children with high levels of computer gaming addiction have lower rates on such components of subjectivity as awareness of the capacity for reflection, awareness of freedom of choice and responsibility for it, understanding and acceptance of the other, the awareness of self. On the intensity of the components of subjectivity, three groups of young adolescents with low, balanced and unbalanced performance are revealed.


1995 ◽  
Author(s):  
Mark D. Griffiths ◽  
Imogen Dancaster

2020 ◽  
Vol 35 (6) ◽  
pp. 842-842
Author(s):  
Kiseleva N ◽  
Kiselev S

Abstract Objective There are evidences that game addiction can cause the delay in development of cognitive functions in children. However, we need further research for revealing this risk. The goal of this research was to examine the hypothesis that children at the age of 5 with computer game addiction have a risk for emerging weakness in visuospatial functions at the age of 6. Methods We used questionnaire for parents to reveal children with computer game addiction. Experimental group consisted of 16 5-year-old children with computer game addiction. Control group consisted of 16 children without computer game addiction. Children from experimental and control group were matched for age, gender and IQ. In the framework of longitudinal research children at the age of 6 from both groups were assessed by 4 subtests from NEPSY which are designed for assessing visuospatial functions (Arrows, Block Construction, Design Copying, Route Finding). Results One-way ANOVA has revealed the significant differences (p &lt; .05) between groups for scores in 3 visuospatial subtests (Block Construction, Design Copying, Route Finding). Children from experimental group had low level of performance in these subtests. Conclusion The findings from this study suggest that computer game addiction can have negative effect on the development of visuospatial functions in children. We are going to do further research for revealing the long-term effect of computer game addiction on cognitive development of children in the framework of longitudinal research.


Author(s):  
Ali Vafaee Najar ◽  
Hossein Ebrahimipour ◽  
Hadi Tehrani ◽  
Maryam Masih- Abadi ◽  
Majid Rezai-Rad

SAGE Open ◽  
2014 ◽  
Vol 4 (1) ◽  
pp. 215824401351805 ◽  
Author(s):  
Christian Vollmer ◽  
Christoph Randler ◽  
Mehmet Barış Horzum ◽  
Tuncay Ayas

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