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  Citation Number 69
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Covid-19 Pandemisinde Üniversite Öğrencilerindeki Oyun Bağımlılığı Düzeyleri ve Pandeminin Dijital Oyun Oynama Durumlarına Etkisi
2021
Journal:  
Bağımlılık Dergisi
Author:  
Abstract:

Amaç: Bu çalışmanın amacı COVID-19 pandemisinde üniversite öğrencilerindeki oyun bağımlılığı düzeyleri ve pandeminin dijital oyun oynama durumlarına etkisinin belirlenmesidir. Yöntem: Araştırmanın örneklemi evreni bilinmeyen örneklem formülüyle en az 384 kişi olarak hesaplanmış, araştırma online olarak 427 öğrenci ile tamamlanmıştır. Araştırmada öğrencilere online olarak Anket Formu ve Üniversite Öğrencileri İçin Dijital Oyun Bağımlılığı Ölçeği uygulanmıştır. Bulgular: Öğrencilerin pandemi öncesi (%61.1) ve sürecinde (%52.5) dijital oyun oynama süresinin 0-1 saat olarak yoğunlaştığı ve %91.1’i (n=389) pandemi sürecinde daha çok telefonla dijital oyun oynadığı görülmüştür. Öğrenciler pandemi öncesi (%58.3) ve sürecinde (%56.0) en çok bulmaca ve zeka oyunları oynamakta ve pandemi sürecinde dijital oyun oynama sürelerinin (%47.3) değişmediğini düşünmektedir. Pandemi süreci öğrencilerin dijital oyun kullanım süresini ve savaş strateji oyunu oynamalarını arttırmıştır. Öğrencilerin Üniversite Öğrencileri İçin Dijital Oyun Bağımlılığı Ölçeği puan ortalaması 35.86 ± 16.97’dir. Ayrıca öğrencilerin %6.3’ü bağımlı grup ve %1.6’sı yüksek düzeyde bağımlı grupta yer almaktadır. Sonuç: Öğrencilerin pandemi öncesi ve pandemi sürecindeki dijital oyun oynama süreleri karşılaştırıldığında bu sürenin pandemi sürecinde önemli düzeyde arttığı, pandemide en çok telefonla dijital oyun oynandığı ve pandemi sürecinin savaş-strateji oyunlarını oynama oranını arttırdığı belirlenmiştir.

Keywords:

The Covid-19 Pandemic Influence of University Students' Game Addiction Levels and Pandemic Effects on Digital Game Conditions
2021
Author:  
Abstract:

Purpose: The aim of this study is to determine the levels of gaming addiction in university students in the COVID-19 pandemic and the impact of the pandemic on digital gaming conditions. Method: The study was completed online with 427 students, calculated as at least 384 people with an unknown sample formula in the universe of the sample. The study applied to students online the survey form and the Digital Game Addiction Scale for University students. Results: Students found that the time of digital gaming was concentrated at 0-1 hours before the pandemic (61.1%) and during the process (52.5%), and 91.1% (n=389) more played digital gaming via the phone during the pandemic. Students before pandemic (58.3%) and during the process (56%. 0) most of the puzzles and intelligence games are playing, and he believes that the digital game time (47.3%) has not changed during the pandemic process. The pandemic process has increased the time of use of digital games by students and the ability to play war strategy games. The student's Digital Game Addiction Score score for University students is 35.86 ± 16.97. Also, 6.3% of students are in a highly dependent group and 1.6% in a highly dependent group. Result: Comparing the digital game times of students before the pandemic and during the pandemic process, this period has increased significantly during the pandemic process, the number of digital games played by telephone in the pandemic process has increased the rate of playing war-strategic games in the pandemic process.

Keywords:

Game Addiction Levels and The Effect Of The Covid-19 Pandemic On Digital Gaming Status In University Students
2021
Author:  
Abstract:

Objective: This study aims to reveal the game addiction levels and the effect of the pandemic on digital gaming status in university students during the COVID-19 pandemic. Method: The study sample was calculated as at least 384 individuals using the formula of sample for unknown population, and the study was completed online with 427 students. In the study, students were given an online Questionnaire and the Digital Game Addiction Scale for university students. Results: Of the students, digital game play time was mostly 0-1 hours before (61.1%) and during (52.5%) the pandemic, and 91.1% (n=389) was playing digital games on the phone during the pandemic. Students were mostly playing puzzles and mind games before (58.3%) and during (56.0%) the pandemic, and believing that their digital game play time (47.3%) has not changed during the pandemic. The pandemic has increased the time spent on digital games and increased the play time on combat-strategy games. The average Digital Game Addiction Scale score of the university students was 35.86±16.97. Moreover, 6.3% of the students was in the addicted group, and 1.6% was in the highly addicted group. Conclusion: Comparison of the digital game play times of the students before and during the pandemic showed that this time increased significantly and most of them were on the mobile platform, and that the ratio of playing war-strategy games increased during the pandemic.

Keywords:

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Bağımlılık Dergisi

Field :   Sağlık Bilimleri; Sosyal, Beşeri ve İdari Bilimler

Journal Type :   Ulusal

Metrics
Article : 242
Cite : 1.178
2023 Impact : 0.562
Bağımlılık Dergisi