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A Field Research on Digital Playing Tendencies and Addiction of High School Students

A Field Research on Digital Playing Tendencies and Addiction of High School Students
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Author(s): Süleyman Türkoğlu (Istanbul University, Turkey)and Hülya Semiz Türkoğlu (Istanbul University, Turkey)
Copyright: 2023
Pages: 23
Source title: Handbook of Research on Perspectives on Society and Technology Addiction
Source Author(s)/Editor(s): Rengim Sine Nazlı (Bolu Abant İzzet Baysal University, Turkey)and Gülşah Sari (Aksaray University, Turkey)
DOI: 10.4018/978-1-6684-8397-8.ch023

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Abstract

All the needs for education, social relations, social activities, and personal development are now being provided through digital resources. Based on the fact that studies on digital game addiction are not at the desired level, the main purpose of the study is to investigate the factors affecting digital game addiction in high school students and the relationship between digital game addiction, which has become a growing problem, and mindfulness concepts. According to the results of the survey applied to 181 high school students studying in Istanbul Esenyurt, the general and all sub-dimensions of the Digital Game Addiction Scale do not differ significantly according to gender, grade level and school success. The answer to the question ‘I prefer playing games to spend time with my friends physically,' 3.24, ‘I discuss the time I spend in the game with people close to me,' is 2.99, ‘I postpone my sleep time to reach my goal in the game,' with an average of 2.93. reveals the result that he is addicted to digital games as an indicator of addiction.

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