OYUN BAĞIMLILIĞININ SOSYALLEŞME SÜRECİNE YÖNELİK MOTİVASYON ÜZERİNDEKİ ROLÜ

Bir eğlence ve boş zaman etkinliği olarak görülen, popülerliği giderek artan ve her yaş grubunun ilgisini çekerek bağımlılık yapabilen oyun oynama alışkanlığı patolojik bir vaka olarak görülüp damgalanma hissi yaratabilmektedir. Bu yüzden oyun oynama bağımlılığının bilişsel, duygusal ve davranışsal etkileri önemi giderek artan bir konu haline gelmiş ve bu alan kamuoyunun, akademisyenlerin ve uygulayıcıların ilgisini çekmiştir. Araştırma kapsamında dijital ortamlarda (bilgisayar, tablet, cep telefonu vb.) ve yüz yüze ortamlarda (eğlence merkezleri, kahvehaneler vb.) oyun oynamayı tercih eden toplam 244 kişi üzerinde bir araştırma yapılmıştır. 2 farklı grup üzerinde yapılan araştırma sonuçlarında benzer bulgulara ulaşılmıştır. Literatürün aksine, araştırma sonucunda oyun oynayanların kendilerini bağımlı olarak görmedikleri, oyun oynamanın iş/eğitim veya sosyal hayatın ihmali, öz yeterlilik, kontrol eksikliği, depresyon, kaygı, yalnızlık ve agresif tutumlar gibi herhangi bir olumsuz sonucunu hissetmedikleri veya bunu farkında olmadıkları bulgusuna ulaşılmıştır. Aksine, sosyal etkileşimlere fırsat sağlaması, yeni arkadaşlıklar edinilmesi, sosyal becerilerin ortaya konulması ve gündelik sıkıntılardan kaçış gibi nedenlerden dolayı oyun oynama bağımlılığına sahip olanların kendilerini mutlu ve huzurlu hissettikleri sonucuna ulaşılmıştır. 

THE ROLE OF GAME ADDICTION ON MOTIVATION FOR SOCIALIZATION PROCESS

As a fun and leisure activity with increasing the popularity and addiction of all age groups, playing games can be seen as a pathological case in the society and can create a feeling of stigma. Therefore, the cognitive, emotional and behavioral effects of game addiction have become an increasingly important issue and attracted the attention of the public, academicians and practitioners. A survey has been conducted on 244 people who prefer to play games in digital environments (computers, tablets, mobile phones etc.) and face-to-face environments (entertainment centers, coffeehouses etc.). The results of the research on 2 different groups gave similar findings. Contrary the literature, the research data revealed that the gamers didn’t see themselves as addicted or they are not aware of this, and that playing games did not makes feel them any negative consequences such as neglect of work / education or social life, self-sufficiency, lack of control, anxiety, loneliness and aggressive attitudes. On the contrary, It is concluded that playing games feels players happy and peaceful, because there are many reasons such as providing opportunities for social interactions, acquiring new friendships, revealing social skills and avoiding daily troubles.  

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