12 research outputs found

    Examining the Factors Contributing to Adolescents' Online Game Addiction

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    In this study, it was aimed to examine the level of online game addiction among adolescents in terms of basic psychological needs, sensation seeking and some variables. The study group of the study consisted of 214 high school students, 150 of whom were male and 64 female. Data from the study were collected using the Online Game Addiction Scale, the Basic Psychological Needs Scale, and the Sensation Seeking Scale. The dependent variable of the research was the online game addiction, while the independent variables were the search for excitement and basic psychological needs. Multiple regression analysis was used to determine whether the independent variables predicted the dependent variable. According to the result of correlation analysis, it was found that there was a positive and significant relationship between online gaming addiction and the sensation seeking and basic psychological needs

    The Relationship between Cyber Bullying/Victimization and Emotional Intelligence in Secondary School Students: Mediator Role of Internet Gaming Disorder

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    This study was carried out with the aim of determining the intermediate role of Internet gaming disorder in the relationship between cyber bullying/victimization and emotional intelligence in secondary school students. The study group was composed of 272 secondary school students, 147 males and 125 females. 45 of them were the 5th grade, 82 of them were the 6th grade, 61 of them were the 7th grade and 84 of them were the 8th grade students. The data of the study was collected via the Internet Gaming Disorder Scale, the Bar-On Emotional Quotient Inventory Youth Version and the Revised Cyber Bullying/Victimization Inventory-II. In the study, the criterion sampling method, one of the sub-branches of the purposeful sampling method, one of the non-random sampling methods, was used. In this context, the research data was collected from the secondary school students playing Internet games. With the aim of testing the model related to the Internet gaming disorder, cyber bullying/victimization and emotional quotient, the AMOS 16 was used and the Path Analysis was applied. Moreover, the correlations and the descriptive statistics belonging to the variables were calculated via the SPSS 24 program. The relationships between the variables taken in hand in the study were calculated via the Pearson Correlation coefficient and the prediction levels were determined via the Path Analysis. Moreover, if the Internet gaming level differed according to gender and class level was examined via the independent samples t test

    Üniversite öğrencilerinde çevrimiçi oyun bağımlılığı düzeyinin duygusal şemalar, eylemli kişilik ve bazı değişkenler açısından incelenmesi

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    06.03.2018 tarihli ve 30352 sayılı Resmi Gazetede yayımlanan “Yükseköğretim Kanunu İle Bazı Kanun Ve Kanun Hükmünde Kararnamelerde Değişiklik Yapılması Hakkında Kanun” ile 18.06.2018 tarihli “Lisansüstü Tezlerin Elektronik Ortamda Toplanması, Düzenlenmesi ve Erişime Açılmasına İlişkin Yönerge” gereğince tam metin erişime açılmıştır.Bütün insanlığın ortak yaşam alanı olan dünyada birbirinden çok farklı ya da az çok ortak yanları olan etnik gruplar, diller, dinler, inançlar bulunmaktadır. Bu farklılık ve benzerlikler dünyanın var oluşundan itibaren toplumsal yapıda canlı bir mekanizma oluşturmuştur. Geçmiş dönem siyaseti ve yapısı incelendiğinde kara ve deniz imparatorluklarının ve bu imparatorluklar bünyesinde farklı dilleri konuşan, farklı dini ve inancı olan, farklı ırkları olan insanların bir arada yaşadığı görülmektedir. İmparatorluğu kuran milletlerin tutumuna göre kimi zaman bu farklılar kabullenilirken kimi zaman da asimile edilmeye çalışılmıştır. Son zamanlarda küreselleşme olgusu doğrultusunda dünyada yaşanan teknolojik gelişmeler, göçler, savaşlar, büyük felaketler vb. durumlar, farklı grupların ve yapıların, dinlerin, inançların, dillerin birbirleriyle daha çok bir araya gelmesine neden olmuştur. Bu durumun sonucunda da karşımıza çokkültürlülük olgusu çıkmıştır. Çokkültürlülük fikrinin ve farklılıkların bir arada sağlıklı bir şekilde yaşaması düşüncesinin bireylere aşılanması durumu da çokkültürlü eğitimi ihtiyaç haline getirmiştir. Çokkültürlü eğitimle; farklı kültürlerin tanınmasını, kültürlerarası etkileşimlerin yaşanmasını; gelecek nesiller olan çocukların bu farklılıklara saygı ve hoşgörü çerçevesinde öğrenmelerini sağlamak hedeflenmiştir. Bu amaçla ülkelerin okullarında ve eğitim öğretim programında yerini almıştır. Çokkültürlü eğitimin; insan haklarına saygılı olma, farklılıklara hoşgörü ile yaklaşma gibi becerilerin kazandırılmasında önemli bir disiplin ise sosyal bilgiler dersi eğitimidir. Bu araştırmayla, farklı felsefelere dayanan 1998 ve 2017 tarihli sosyal bilgiler dersi öğretim programları ve bu programlara göre hazırlanmış ders kitapları çok kültürlülük olgusuna yer vermesi bakımından karşılaştırılmıştır. Nitel araştırma yöntemlerinden doküman analizi tekniği kullanarak yapılan çalışmada veri kaynağı olarak; 1998 ve 2017 tarihli sosyal bilgiler dersi öğretim programları ve bu programlara bağlı olarak Talim Terbiye Kurulu tarafından kabul edilen ilköğretim ders kitapları kullanılmıştır. 1998 tarihli sosyal bilgiler ders programında 4, 5, 6. ve 7, sınıf düzeylerinde 4 ders kitabı kullanılmıştır. 2017 tarihli sosyal bilgiler ders programında ise yenilenen öğretim programı nedeniyle 5 ve 6. sınıf düzeyindeki ders kitapları incelenmiştir. Elde edilen veriler nitel içerik analizine tabi tutularak tablo ve görseller yardımıyla betimlenmiştir. Yapılan çalışma sonucunda 2017 tarihli sosyal bilgiler dersi öğretim programının 1998 tarihli sosyal bilgiler dersi öğretim programından daha çok ve çeşitli boyutlarıyla çokkültürlülük olgusuna yer verdiği tespit edilmiştir. Anahtar Kelimeler: Çokkültürlülük, çokkültürlü eğitim, sosyal bilgiler öğretim programı, ders kitabı incelemesi.The aim of this study is to investigate online game addiction levels of university students according to the points of emotional schema, agentic personality and the other certain variables (such as gender, types of games and residence. Sample of the research includes 380 students who play online games in İzmir city from Ege University, Dokuz Eylül University, Yaşar University and Ekonomi University in 2017-2018 educational year. 263 participants are male ones (69.2%), 117 of themarefemales (30.8%). 113 of them have been playing (29.7%) Counter Strike Global Offensive, 29 of them (7.6%) PubG (Battlegrounds2), 118 of them (31.1%) Facebook Games and 120 of them League of Legends (31.6%). 209 of the participants have been living in students' houses (55.0%), 120 of them in dormitory (31.6%) and 51 of them have been living with the parents (13.4%). Genders, types of the games and the info about the residence of the students in the study have been collected through A Personal Information Form. In the study, online game addiction level datas have been evaluated according to the online games addiction scale, developed by Kaya (2013) and adapted to university by Bekir and Yıldırım (2018); the datas about agentic personality variable have been evaluated according to the Agentic Personality Scale which was developed by Coté (1997) andtranslated into Turkish by Atak, Kapçı and Çok (2015); and the datas about emotional schemas variable have been evaluated according to the Emotional Schemas Scale developed by Leahy (2002) and adapted to Turkish by Yavuz, Türkçapar, Demirel ve Karadere (2011). Towards the hypothesis of the study, research datas have been analysed by using corelation analysis, t-test, one track variance analysis and regression analysis. In the analysis of the study datas, sample t-test that is not connected to care control related to variables which has two independent variable levels and homogenity of the varations that are connected to care control related to variables which has more than two independant variable levels have been examined by the One-Track Variation Analysis. Besides, regression level on online games addiction of emotional schemas have been examined by multi regression analysis. In theresult of correlation analysis, there is a statiscally meaningful correlation in a positiveway among the levels of the university students' online game addiction and the schema of emotional weakness, want of rationalism, rumination, diversity, persistence and emotional consensus; however it has been seen that there is a negativerelation among the diagrams of being out of control, denial of the emotions, finding the emotions harmful, acceptance of the emotions and guiltiness emotion. On the other hand, it is not detected a significant connection between the online game addiction level of college students and emotional schemas like intelligibility, avoidance of feelings, affirmation and sub-dimensions of agentic personality (self-esteem, life purpose, internal locus of control and self-efficacy). As a result of regression analysis, it is obtained that emotional schemas such as uncontrollability, request for rationality, rumination, discrepancy, denial of emotions, approval, thought of emotions are harmful, acceptance of feelings, agreement and guilt were significantly predicted based on the statistics while the schemas of weakness against emotions and consistency are not predicted. As a result of t-test, the online game addiction level of college students significantly differ by gender and it is observed that the online game addiction levels of males are higher. One-way ANOVA results also indicated that the level of online game addiction has significantly differed by the types of games while it has not changed dramatically by residence. Compared the online game addiction level of college students based on the types of games, it was observed that the addiction levels have dramatically changed in between facebook games and the games like Counter Strike Go, PubG ve League of Legends. When the level of online game addiction is compared in terms of type of games, it was precipitated that the addiction levels of the students who play PuBG are higher and the addiction levels of the students who play facebook games are lower

    Examining the Factors Contributing to Adolescents’ Online Game Addiction

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    En este estudio, el objetivo fue examinar el nivel de adicción a los juegos on line entre los estudiantes de secundaria en términos de nece- sidades psicológicas básicas y búsqueda de sensaciones. El grupo de estu- dio consistió en 214 estudiantes de secundaria, 150 de los cuales eran hombres y 64 mujeres. Los datos del estudio se recolectaron utilizando la Escala de Adicción a los Juegos en Línea, la Escala de Necesidades Psico- lógicas Básicas y la Escala de Búsqueda de Sensaciones. La variable depen- diente de la investigación es la adicción a los juegos on line, mientras que las variables independientes son la búsqueda de emoción, las necesidades psicológicas básicas, el género, el tipo de juego on linr que el individuo aprende y el tipo de juego on line. El análisis de regresión múltiple se utili- zó para determinar si las variables independientes predijeron la variable de- pendiente. De acuerdo con el resultado del análisis de correlación, se ha encontrado que existe una relación positiva y significativa entre la adicción al juego on line y la búsqueda de sensaciones y las necesidades psicológicas básicas.In this study, it was aimed to examine the level of online game addiction among adolescents in terms of basic psychological needs, sensa- tion seeking and some variables. The study group of the study consisted of 214 high school students, 150 of whom were male and 64 female. Data from the study were collected using the Online Game Addiction Scale, the Basic Psychological Needs Scale, and the Sensation Seeking Scale. The de- pendent variable of the research was the online game addiction, while the independent variables were the search for excitement and basic psycholog- ical needs. Multiple regression analysis was used to determine whether the independent variables predicted the dependent variable. According to the result of correlation analysis, it was found that there was a positive and significant relationship between online gaming addiction and the sensation seeking and basic psychological needs

    Examen de la relación entre la adicción a los juegos en línea de los adolescentes y las necesidades psicológicas básicas y la búsqueda de sensaciones

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    In this study, it was aimed to examine the level of online game addiction among high school students in terms of basic psychological needs, sensation seeking and some variables. The study group of the study consisted of 214 high school students, 150 of whom were male and 64 female. Data from the study were collected using the Online Game Addiction Scale, the Basic Psychological Needs Scale, and the Sensation Seeking Scale. The dependent variable of the research is the online game addiction, while the independent variables are the search for excitement, basic psychological needs, gender, the type of online game the individual learns online and the type of online game played. Multiple regression analysis was used to determine whether the independent variables predicted the dependent variable. In addition, it was determined by independent sample t test whether the level of online gaming addiction differed according to sex, and at the same time whether the individual was different according to the type of online game or not was also examined by one way variance analysis. According to the result of correlation analysis, it has been found that there is a positive and significant relationship between online gaming addiction and the sensation seeking and basic psychological needs. Besides, it was also determined that the level of online game addiction differ statistically significantly depending on the variables such as gender, from whom the game was learned and the type of online game.En este estudio, el objetivo fue examinar el nivel de adicción a los juegos en línea entre los estudiantes de secundaria en términos de necesidades psicológicas básicas y búsqueda de sensaciones. El grupo de estudio consistió en 214 estudiantes de secundaria, 150 de los cuales eran hombres y 64 mujeres. Los datos del estudio se recolectaron utilizando la Escala de Adicción a los Juegos en Línea, la Escala de Necesidades Psicológicas Básicas y la Escala de Búsqueda de Sensaciones. La variable dependiente de la investigación es la adicción a los juegos en línea, mientras que las variables independientes son la búsqueda de emoción, las necesidades psicológicas básicas, el género, el tipo de juego en línea que el individuo aprende en línea y el tipo de juego en línea. El análisis de regresión múltiple se utilizó para determinar si las variables independientes predijeron la variable dependiente. De acuerdo con el resultado del análisis de correlación, se ha encontrado que existe una relación positiva y significativa entre la adicción al juego en línea y la búsqueda de sensaciones y las necesidades psicológicas básicas
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