THE IMPACTS OF THE COVID-19 PANDEMIC: A STUDY ON AWARENESS OF DIGITAL GAMING ADDICTION AMONG UNIVERSITY STUDENTS
Abstract
This study was conducted to determine the levels of awareness of digital game addiction amongst university students during the COVID-19 pandemic. The study sample comprised 324 students enrolled in various departments at Istanbul Topkapı University, Fenerbahçe University, Istanbul Rumeli University and Istanbul Nişantaşı University. Data were collected using a Personal Information Form and the Digital Gaming Addiction Awareness Scale (DOBİFÖ), developed by Tekkurşun Demir and Cicioğlu (2020). SPSS 25.0 software was used for data analysis. The data were analysed using the independent samples t-test and one-way ANOVA. According to the findings, male students’ levels of internal and overall awareness were found to be significantly higher than those of female students; similarly, participants aged 21–24 and those aged 25 and over had significantly higher levels than those in the 17–20 age group. It was determined that whether participants had contracted COVID-19 or not did result in a significant difference in their levels of awareness. With regard to the variable of the preferred device for gaming, it was concluded that students using mobile phones had significantly higher levels of total awareness compared to those using computers or game consoles. Furthermore, it was found that students whose gaming time increased or decreased during the pandemic had significantly higher levels of internal, external and total awareness compared to those whose gaming time remained unchanged.
Bu araştırma, COVID-19 pandemisi sürecinde üniversite öğrencilerinin dijital oyun bağımlılığına yönelik farkındalık düzeylerini belirlemek amacıyla gerçekleştirilmiştir. Araştırmanın çalışma grubunu İstanbul Topkapı Üniversitesi, Fenerbahçe Üniversitesi, İstanbul Rumeli Üniversitesi ve İstanbul Nişantaşı Üniversitesinin farklı bölümlerinde öğrenim gören 324 öğrenci oluşturmuştur. Çalışma verileri Kişisel Bilgi Formu ile Tekkurşun Demir ve Cicioğlu (2020) tarafından geliştirilen Dijital Oyun Bağımlılığına İlişkin Farkındalık Ölçeği (DOBİFÖ) aracılığıyla elde edilmiştir. Verilerin analizinde ise SPSS 25.0 paket programı kullanılmıştır. Veriler bağımsız örneklemler t testi ve tek yönlü ANOVA ile değerlendirilmiştir. Elde edilen bulgulara göre erkek öğrencilerin içsel ve toplam farkındalık düzeylerinin kadın öğrencilere göre; 21–24 yaş ve 25 yaş ve üzeri katılımcıların ise 17–20 yaş grubuna göre anlamlı derecede daha yüksek olduğu belirlenmiştir. Katılımcıların COVID-19 geçirme durumlarının farkındalık düzeyleri üzerinde anlamlı bir farklılık oluşturmadığı tespit edilmiştir. Oyun oynamak için tercih edilen araç değişkeninde cep telefonu kullanan öğrencilerin toplam farkındalık düzeylerinin bilgisayar ve oyun konsolu kullanan öğrencilere göre anlamlı düzeyde daha yüksek olduğu sonucuna ulaşılmıştır. Ayrıca pandemi sürecinde oyun oynama süresi artan ve azalan öğrencilerin içsel, dışsal ve toplam farkındalık düzeylerinin, oyun süresi değişmeyen öğrencilere kıyasla anlamlı düzeyde daha yüksek olduğu saptanmıştır.
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DOI: http://dx.doi.org/10.46827/ejphs.v4i2.282
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