TELEFON VE OYUN BAĞIMLILIĞI: ÖLÇEK İNCELEMESİ, BAŞLAMA YAŞI VE BAŞARIYLA İLİŞKİSİ

Bu çalışmanın üç amacı vardır. Bunlar: i. dijital oyun oynamaya ve telefon kullanmaya başlama (sahip olma) yaşının telefon ve oyun bağımlılığı ile ilişkisinin, ii. oyun ve telefon bağımlılığının akademik başarıya etkisinin ve iii. hazırlanan telefon ve oyun bağımlılığı ölçeklerinin geçerlilik ve güvenilirliğinin incelenmesidir. Bu amaçlara ulaşmak için standart bir anket formu yardımıyla 446 üniversite öğrencisinden toplanan veriler kullanılmıştır. Yürütülen keşifsel ve doğrulayıcı faktör analizi sonucunda, oyun bağımlılığının iki boyuttan (istek ve hırs) ve telefon bağımlılığının dört boyuttan (internet, yoksunluk, iletişim ve özgürlük) oluştuğu, ölçeklerin geçerli ve güvenilir olduğu görülmüştür. Yapısal eşitlik analizi sonuçları, oyuna başlama ve telefon kullanmaya (sahip olma) başlama yaşı ile oyun ve telefon bağımlılığı arasında güçlü negatif bir ilişki bulunduğunu, başlama yaşı küçüldükçe bağımlılık düzeylerinin yükseldiğini ortaya koymuştur. Telefon bağımlılığının akademik başarıya (ders çalışma süresi ve genel akademik ortalama) etkisi oyun bağımlılığına kıyasla göreli düşük olsa da her ikisinin de istatistiksel bakımdan negatif etkisi bulunduğu belirlenmiştir. Telefon bağımlılığı ile akademik başarı arasında oyun bağımlılığının kısmi aracılık etkisi de çalışmada tespit edilmiştir.

PHONE AND GAME ADDICTION: SCALE ANALYSIS, THE STARTING AGE AND ITS RELATIONSHIP WITH ACADEMIC SUCCESS

This study has three goals. Those are; to investigate i. the relationship between starting age of digital games and age of using (having) a phone, and phone and game addiction, ii. the impact of game and phone addiction on academic success and iii. the validity and reliability of the developed phone and game addiction scales. In order to achieve these goals, data is collected from 446 university students by utilizing a standard questionnaire. As a result of the exploratory and confirmatory factor analysis carried out, it is seen that the scale of the game addiction has two dimensions (desire and ambition), the scale of phone addiction has four dimensions (internet, deprivation, communication and freedom), and both scales are valid and reliable. Results of the structural equation analysis reveal that there is a strong negative relationship between the age of starting to play games and using (having) a phone, and the game and phone addiction. It is also determined that as the starting age of playing digital game decreases, the level of addiction increases. Although the effect of phone addiction on academic success (duration of studying and overall academic average) is relatively low in comparison with the game addiction, both have statistically negative effects. It is also found in the study that the game addiction has a partial mediation effect between phone addiction and academic success.

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