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Dijital Oyun Oynama Süresinin Günlük Yaşam Alışkanlıkları Üzerine Etkisi (Karma Yöntem Araştırması)

Year 2023, Volume: 12 Issue: 3, 1358 - 1366, 26.09.2023
https://doi.org/10.37989/gumussagbil.1320158

Abstract

Bu araştırma üniversite öğrencilerinde dijital oyun süresinin beden kompozisyonu, günlük adım sayısı, beslenme ve uyku alışkanlıkları üzerine etkisinin incelenmesi amacıyla yapılmıştır. Araştırmada hem nitel verilerin hem de nicel verilerin birlikte kullanıldığı karma yöntemler araştırması modeli kullanılmıştır. Araştırmaya katılan bireylerin ortalamaları yaş 22,56 yıl, boy 1,73 m, vücut ağırlığı 65,61 kg, Beden Kütle İndeksi (BKI) 21,74 kg/m2 ve günlük adım sayıları 7233 olarak belirlenmiştir. Günlük dijital oyun süresi arttıkça BKI değerinde artış ve günlük adım sayısında azalış olduğu tablo 1’de görülmektedir. Günlük dijital oyun süresi ile BKI arasında pozitif yönlü ilişki (p<0,05) ve uyumakta zorluk değişkenleri arasında negatif yönlü ilişki (p<0,05) görülmektedir. Günlük dijital oyun süresi ve “paket gıda ve fastfood tüketimi” arasında pozitif yönlü güçlü ilişki (p<0,05) bulunmuştur. Benzer şekilde günlük dijital oyun süresi ve “gazlı içecek tüketimi” arasında pozitif yönlü güçlü ilişki (p<0,05) bulunmuştur. Günlük dijital oyun süresi ile yaş, günlük adım sayısı, uyku problemi ve sebze-meyve tüketimi arasında bir ilişkiye rastlanmamıştır. Nitel bulgulardan elde edilen sonuçlar incelendiğinde nicel bulguları destekleyici sonuçlara ulaşılmıştır. Dijital oyun oynama süresi arttıkça öğrencilerde fiziksel aktivite eksikliği, uyku deprivasyonu, parestezi, distoni, sağlıksız besin alımı, dijital göz yorgunluğu ve baş ağrısı gibi problemler ortaya çıkmıştır. Dijital oyun süresi arttıkça günlük adım sayısının düştüğü, BKI değerinin arttığı, uyku ve beslenme gibi yaşam alışkanlıklarının kötüleştiği düşünülmektedir.

References

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  • 2. Sisson, S.B, Church, T.S, Martin, C.K, Tudor-Locke, C, Smith, S.R, Bouchard, C. ... and Katzmarzyk, P.T. (2009). “Profiles of Sedentary Behavior in Children and Adolescents: the US National Health and Nutrition Examination Survey, 2001–2006”. International Journal of Pediatric Obesity, 4 (4), 353-359. DOI: 10.3109/17477160902934777
  • 3. Anderson, M. and Jiang, J. (2018). “Teens, Social Media & Technology 2018”. Pew Research Center, 31 (2018), 1673-1689.
  • 4. Chwałczyńska, A. and Andrzejewski, W. (2021). “Changes in Body Mass and Composition of the Body as well as Physical Activity and Time Spent in front of the Monitor By Students of the Wroclaw University of Health and Sport Sciences During the Period of COVID-19 Restrictions”. International Journal of Environmental Research and Public Health, 1 8 (15), 7801. https://doi.org/10.3390/ijerph18157801
  • 5. Wack, E. and Tantleff-Dunn, S. (2009). “Relationships Between Electronic Game Play, Obesity, and Psychosocial Functioning İn Young Men”. CyberPsychology & Behavior, 12 (2), 241-244. https://doi.org/10.1089/cpb.2008.0151
  • 6. Ray, M. and Jat, K.R. (2010). “Effect of Electronic Media on Children”. Indian Pediatrics, 47, 561-568. https://doi.org/10.1007/s13312-010-0128-9
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  • 8. Janz, K. F. and Mahoney, L.T. (1997). “Maturation, Gender, and Video Game Playing are Related to Physical Activity İntensity İn Adolescents: The Muscatine Study”. Pediatric Exercise Science, 9 (4), 353-363. https://doi.org/10.1123/pes.9.4.353
  • 9. Chaput, J.P, Visby, T, Nyby, S, Klingenberg, L, Gregersen, N. T, Tremblay, A, ... and Sjödin, A. (2011). “Video Game Playing İncreases Food İntake in Adolescents: A Randomized Crossover Study”. The American Journal of Clinical Nutrition, 93 (6), 1196-1203. https://doi.org/10.3945/ajcn.110.008680
  • 10. Van den Bulck, J. and Eggermont, S. (2006). “Media Use as a Reason For Meal Skipping and Fast Eating in Secondary School Children”. Journal of Human Nutrition and Dietetics, 19 (2), 91-100. https://doi.org/10.1111/j.1365-277X.2006.00683.x
  • 11. Demirezen, E. and Cosansu, G. (2005). “Evaluating Dietary Pattern in Adolescence”. Sted, 14 (8), 174-178
  • 12. Hale, L. and Guan, S. (2015). “Screen Time and Sleep Among School-Aged Children and Adolescents: A Systematic Literature Review”. Sleep Medicine Reviews, 21, 50-58. https://doi.org/10.1016/j.smrv.2014.07.007
  • 13. Garmy, P. Clausson, E.K, Nyberg, P. and Jakobsson, U. (2018). “Insufficient Sleep is Associated with Obesity and Excessive Screen Time Amongst Ten-Year-Old Children in Sweden”. Journal of Pediatric Nursing, 39, e1-e5. https://doi.org/10.1016/j.pedn.2017.11.009 14. Falbe, J, Davison, K.K, Franckle, R.L, Ganter, C, Gortmaker, S. L, Smith, L, ... and Taveras, E.M. (2015). “Sleep Duration, Restfulness, and Screens in the Sleep Environment”. Pediatrics, 135 (2), e367-e375. https://doi.org/10.1542/peds.2014-2306
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  • 16. Avcı, P, Tunçer, Y, Satılmış, N, Bayraktar, I. ve Bayrakdar, A. (2023). “Dijital Oyun Süresinin Sağlıklı Yaşam Alışkanlıkları Üzerine Etkisi Var Mıdır?”. XIII International Conference on Social Research and Behavioral Sciences, March 24-26, 2023. Antalya/Turkey.
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  • 18. Ballard, M, Gray, M, Reilly, J. and Noggle, M. (2009). “Correlates of Video Game Screen Time Among Males: Body Mass, Physical Activity, and Other Media Use”. Eating Behaviors, 10 (3), 161-167. https://doi.org/10.1016/j.eatbeh.2009.05.001
  • 19. Kracht, C.L, Joseph, E.D. and Staiano, A.E. (2020). “Video Games, Obesity, and Children”. Current Obesity Reports, 9, 1-14. https://doi.org/10.1007/s13679-020-00368-z
  • 20. Nuutinen, T, Ray, C. and Roos, E. (2013). “Do Computer Use, Tv Viewing, and The Presence of The Media in The Bedroom Predict School-Aged Children’s Sleep Habits in A Longitudinal Study?”. BMC Public Health, 13, 1-8. https://doi.org/10.1186/1471-2458-13-684
  • 21. Robinson, T.N. (1999). “Reducing Children's Television Viewing to Prevent Obesity: A Randomized Controlled Trial”. Jama, 282 (16), 1561-1567. https://doi.org/10.1001/jama.282.16.1561
  • 22. Weinstein, A.M. (2010). “Computer and Video Game Addiction—A Comparison Between Game Users and Non-Game Users”. The American Journal of Drug and Alcohol Abuse, 36 (5), 268-276. https://doi.org/10.3109/00952990.2010.491879
  • 23. Lee, I, Shiroma, E.J, Lobelo, F, Puska, P, Blair, S.N. and Katzmarzyk, P.T. (2012). “Effect of Physical İnactivity on Major Non-Communicable Diseases Worldwide: An Analysis of Burden of Disease and Life Expectancy”. The Lancet, 380 (9838), 219-229. https://doi.org/10.1016/S0140-6736(12)61031-9
  • 24. Dunstan, D.W, Barr, E.L, Healy, G.N, Salmon, J, Shaw, J.E, Balkau, B. ... and Owen, N. (2010). “Television Viewing Time and Mortality: The Australian Diabetes, Obesity and Lifestyle Study (AusDiab)”. Circulation, 121 (3), 384-391. https://doi.org/10.1161/CIRCULATIONAHA.109.894824
  • 25. Stamatakis, E, Hamer, M. and Dunstan, D.W. (2011). “Screen-Based Entertainment Time, All-Cause Mortality, and Cardiovascular Events: Population-Based Study with Ongoing Mortality and Hospital Events Follow-up”. Journal of the American College of Cardiology, 57 (3), 292-299. https://doi.org/10.1016/j.jacc.2010.05.065
  • 26. Güven Nehir, Ü. (2016). Şifa Üniversitesi Öğrencilerinin Fiziksel Aktivite Düzeyleri ve Ekran Süreleri ile Vücut Kompozisyonunun Araştırılması, Şifa Üniversitesi, Sağlık Bilimleri Enstitüsü, Beslenme Anabilim Dalı, İzmir.
  • 27. Avcı, P, Bayrakdar, A, Kılınçarslan, G, Bayraktar, I. ve Zorba, E. (2022). “The Effect of Video Gaming on Nutritional Behaviors: A Systematic Study”. European Journal of Physical Education and Sport Science, 8 (4).
  • 28. Pentz, M.A, Spruijt-Metz, D, Chou, C.P. and Riggs, N.R. (2011). “High Calorie, Low Nutrient Food/Beverage İntake and Video Gaming in Children as Potential Signals for Addictive Behavior”. International Journal of Environmental Research and Public Health, 8 (12), 4406-4424. https://doi.org/10.3390/ijerph8124406
  • 29. Kenney, E.L. and Gortmaker, S.L. (2017). “United States Adolescents' Television, Computer, Videogame, Smartphone, And Tablet Use: Associations with Sugary Drinks, Sleep, Physical Activity, and Obesity”. The Journal of Pediatrics, 182, 144-149. https://doi.org/10.1016/j.jpeds.2016.11.015
  • 30. Mario, S, Hannah, C, Jonathan, W.C. and Jose, L. (2014). “Frequent Video-Game Playing in Young Males is Associated with Central Adiposity and High-Sugar, Low-Fibre Dietary Consumption”. Eating and Weight Disorders-Studies on Anorexia, Bulimia and Obesity, 19 (4), 515-520. https://doi.org/10.1007/s40519-014-0128-1
  • 31. Chaput, J.P, Visby, T, Nyby, S, Klingenberg, L, Gregersen, N. T, Tremblay, A. ... and Sjödin, A. (2011). “Video Game Playing İncreases Food İntake in Adolescents: A Randomized Crossover Study”. The American Journal of Clinical Nutrition, 93 (6), 1196-1203. https://doi.org/10.3945/ajcn.110.008680
  • 32. Rudolf, K, Bickmann, P, Froböse, I, Tholl, C, Wechsler, K. and Grieben, C. (2020). “Demographics and Health Behavior of Video Game and Esports Players in Germany: The Esports Study 2019”. International Journal of Environmental Research and Public Health, 17 (6), 1870. https://doi.org/10.3390/ijerph17061870
  • 33. Pelletier, V.H, Lessard, A, Piché, F, Tétreau, C. and Descarreaux, M. (2020). “Video Games and Their Associations With Physical Health: A Scoping Review”. BMJ Open Sport & Exercise Medicine, 6 (1), e000832. http://dx.doi.org/10.1136/bmjsem-2020-000832
  • 34. Delfino, L.D, Tebar, W.R, Silva, D.A.S, Gil, F.C.S, Mota, J. and Christofaro, D.G.D. (2020). “Food Advertisements on Television and Eating Habits in Adolescents: A School-Based Study”. Revista de Saúde Pública, 54. https://doi.org/10.11606/s1518-8787.2020054001558
  • 35. Brooks, F.M, Chester, K.L, Smeeton, N.C. and Spencer, N.H. (2016). “Video Gaming in Adolescence: Factors Associated With Leisure Time Use”. Journal of Youth Studies, 19 (1), 36-54. https://doi.org/10.1080/13676261.2015.1048200
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The Effect of Digital Game Playing Time on Daily Living Habits (Mixed Methods Research)

Year 2023, Volume: 12 Issue: 3, 1358 - 1366, 26.09.2023
https://doi.org/10.37989/gumussagbil.1320158

Abstract

This research was conducted to examine the effects of digital play time on body composition, number of daily steps, nutrition, and sleep habits in university students. The mixed methods research model, in which both qualitative and quantitative data are used together, was used in the research. The average age of the individuals participating in the study was determined as 22.56 years, height 1.73 m, body weight 65.61 kg, Body Mass Index (BMI) 21.74 kg/m2 and daily step count as 7233 steps. As the daily digital play time increases, it is seen in the table 1 that the BMI value increases, and the number of daily steps decreases. There is a positive relationship (p<0.05) between daily digital play time and BMI, and a negative relationship (p<0.05) between sleep difficulty variables. A strong positive correlation (p<0.05) was found between daily digital play time and “packaged food and fast-food consumption”. Similarly, a strong positive correlation (p<0.05) was found between daily digital gaming time and “carbonated beverage consumption”. There was no relationship between daily digital play time and age, number of steps per day, sleep problems, and consumption of vegetables and fruits. When the results obtained from the qualitative findings were examined, results supporting the quantitative findings were reached. As the duration of playing digital games increased, problems such as lack of physical activity, sleep deprivation, paresthesia, dystonia, unhealthy food intake, digital eyestrain and headache appeared in students. It is thought that as the duration of digital play increases, the number of daily steps decreases, the BMI value increases, and life habits such as sleep, and nutrition worsen.

References

  • 1. Twenge, J.M, Hisler, G.C. and Krizan, Z. (2019). “Associations Between Screen Time And Sleep Duration Are Primarily Driven By Portable Electronic Devices: Evidence From A Population-Based Study of US Children Ages 0–17”. Sleep Medicine, 56, 211-218. https://doi.org/10.1016/j.sleep.2018.11.009
  • 2. Sisson, S.B, Church, T.S, Martin, C.K, Tudor-Locke, C, Smith, S.R, Bouchard, C. ... and Katzmarzyk, P.T. (2009). “Profiles of Sedentary Behavior in Children and Adolescents: the US National Health and Nutrition Examination Survey, 2001–2006”. International Journal of Pediatric Obesity, 4 (4), 353-359. DOI: 10.3109/17477160902934777
  • 3. Anderson, M. and Jiang, J. (2018). “Teens, Social Media & Technology 2018”. Pew Research Center, 31 (2018), 1673-1689.
  • 4. Chwałczyńska, A. and Andrzejewski, W. (2021). “Changes in Body Mass and Composition of the Body as well as Physical Activity and Time Spent in front of the Monitor By Students of the Wroclaw University of Health and Sport Sciences During the Period of COVID-19 Restrictions”. International Journal of Environmental Research and Public Health, 1 8 (15), 7801. https://doi.org/10.3390/ijerph18157801
  • 5. Wack, E. and Tantleff-Dunn, S. (2009). “Relationships Between Electronic Game Play, Obesity, and Psychosocial Functioning İn Young Men”. CyberPsychology & Behavior, 12 (2), 241-244. https://doi.org/10.1089/cpb.2008.0151
  • 6. Ray, M. and Jat, K.R. (2010). “Effect of Electronic Media on Children”. Indian Pediatrics, 47, 561-568. https://doi.org/10.1007/s13312-010-0128-9
  • 7. Stettler, N, Signer, T.M. and Suter, P.M. (2004). “Electronic Games and Environmental Factors Associated With Childhood Obesity in Switzerland”. Obesity Research, 12 (6), 896-903. https://doi.org/10.1038/oby.2004.109
  • 8. Janz, K. F. and Mahoney, L.T. (1997). “Maturation, Gender, and Video Game Playing are Related to Physical Activity İntensity İn Adolescents: The Muscatine Study”. Pediatric Exercise Science, 9 (4), 353-363. https://doi.org/10.1123/pes.9.4.353
  • 9. Chaput, J.P, Visby, T, Nyby, S, Klingenberg, L, Gregersen, N. T, Tremblay, A, ... and Sjödin, A. (2011). “Video Game Playing İncreases Food İntake in Adolescents: A Randomized Crossover Study”. The American Journal of Clinical Nutrition, 93 (6), 1196-1203. https://doi.org/10.3945/ajcn.110.008680
  • 10. Van den Bulck, J. and Eggermont, S. (2006). “Media Use as a Reason For Meal Skipping and Fast Eating in Secondary School Children”. Journal of Human Nutrition and Dietetics, 19 (2), 91-100. https://doi.org/10.1111/j.1365-277X.2006.00683.x
  • 11. Demirezen, E. and Cosansu, G. (2005). “Evaluating Dietary Pattern in Adolescence”. Sted, 14 (8), 174-178
  • 12. Hale, L. and Guan, S. (2015). “Screen Time and Sleep Among School-Aged Children and Adolescents: A Systematic Literature Review”. Sleep Medicine Reviews, 21, 50-58. https://doi.org/10.1016/j.smrv.2014.07.007
  • 13. Garmy, P. Clausson, E.K, Nyberg, P. and Jakobsson, U. (2018). “Insufficient Sleep is Associated with Obesity and Excessive Screen Time Amongst Ten-Year-Old Children in Sweden”. Journal of Pediatric Nursing, 39, e1-e5. https://doi.org/10.1016/j.pedn.2017.11.009 14. Falbe, J, Davison, K.K, Franckle, R.L, Ganter, C, Gortmaker, S. L, Smith, L, ... and Taveras, E.M. (2015). “Sleep Duration, Restfulness, and Screens in the Sleep Environment”. Pediatrics, 135 (2), e367-e375. https://doi.org/10.1542/peds.2014-2306
  • 15. Mazlum, M.M. ve Atalay Mazlum, A. (2017). “Sosyal Bilimlerde Araştırma Yönteminin Belirlenmesi”. Route Educational and Social Science Journal, 4 (4), 1-21.
  • 16. Avcı, P, Tunçer, Y, Satılmış, N, Bayraktar, I. ve Bayrakdar, A. (2023). “Dijital Oyun Süresinin Sağlıklı Yaşam Alışkanlıkları Üzerine Etkisi Var Mıdır?”. XIII International Conference on Social Research and Behavioral Sciences, March 24-26, 2023. Antalya/Turkey.
  • 17. Mitchell, J.A, Rodriguez, D, Schmitz, K.H. and Audrain‐McGovern, J. (2013). “Greater Screen Time is Associated with Adolescent Obesity: A Longitudinal Study of The BMI Distribution from Ages 14 to 18”. Obesity, 21 (3), 572-575. https://doi.org/10.1002/oby.20157
  • 18. Ballard, M, Gray, M, Reilly, J. and Noggle, M. (2009). “Correlates of Video Game Screen Time Among Males: Body Mass, Physical Activity, and Other Media Use”. Eating Behaviors, 10 (3), 161-167. https://doi.org/10.1016/j.eatbeh.2009.05.001
  • 19. Kracht, C.L, Joseph, E.D. and Staiano, A.E. (2020). “Video Games, Obesity, and Children”. Current Obesity Reports, 9, 1-14. https://doi.org/10.1007/s13679-020-00368-z
  • 20. Nuutinen, T, Ray, C. and Roos, E. (2013). “Do Computer Use, Tv Viewing, and The Presence of The Media in The Bedroom Predict School-Aged Children’s Sleep Habits in A Longitudinal Study?”. BMC Public Health, 13, 1-8. https://doi.org/10.1186/1471-2458-13-684
  • 21. Robinson, T.N. (1999). “Reducing Children's Television Viewing to Prevent Obesity: A Randomized Controlled Trial”. Jama, 282 (16), 1561-1567. https://doi.org/10.1001/jama.282.16.1561
  • 22. Weinstein, A.M. (2010). “Computer and Video Game Addiction—A Comparison Between Game Users and Non-Game Users”. The American Journal of Drug and Alcohol Abuse, 36 (5), 268-276. https://doi.org/10.3109/00952990.2010.491879
  • 23. Lee, I, Shiroma, E.J, Lobelo, F, Puska, P, Blair, S.N. and Katzmarzyk, P.T. (2012). “Effect of Physical İnactivity on Major Non-Communicable Diseases Worldwide: An Analysis of Burden of Disease and Life Expectancy”. The Lancet, 380 (9838), 219-229. https://doi.org/10.1016/S0140-6736(12)61031-9
  • 24. Dunstan, D.W, Barr, E.L, Healy, G.N, Salmon, J, Shaw, J.E, Balkau, B. ... and Owen, N. (2010). “Television Viewing Time and Mortality: The Australian Diabetes, Obesity and Lifestyle Study (AusDiab)”. Circulation, 121 (3), 384-391. https://doi.org/10.1161/CIRCULATIONAHA.109.894824
  • 25. Stamatakis, E, Hamer, M. and Dunstan, D.W. (2011). “Screen-Based Entertainment Time, All-Cause Mortality, and Cardiovascular Events: Population-Based Study with Ongoing Mortality and Hospital Events Follow-up”. Journal of the American College of Cardiology, 57 (3), 292-299. https://doi.org/10.1016/j.jacc.2010.05.065
  • 26. Güven Nehir, Ü. (2016). Şifa Üniversitesi Öğrencilerinin Fiziksel Aktivite Düzeyleri ve Ekran Süreleri ile Vücut Kompozisyonunun Araştırılması, Şifa Üniversitesi, Sağlık Bilimleri Enstitüsü, Beslenme Anabilim Dalı, İzmir.
  • 27. Avcı, P, Bayrakdar, A, Kılınçarslan, G, Bayraktar, I. ve Zorba, E. (2022). “The Effect of Video Gaming on Nutritional Behaviors: A Systematic Study”. European Journal of Physical Education and Sport Science, 8 (4).
  • 28. Pentz, M.A, Spruijt-Metz, D, Chou, C.P. and Riggs, N.R. (2011). “High Calorie, Low Nutrient Food/Beverage İntake and Video Gaming in Children as Potential Signals for Addictive Behavior”. International Journal of Environmental Research and Public Health, 8 (12), 4406-4424. https://doi.org/10.3390/ijerph8124406
  • 29. Kenney, E.L. and Gortmaker, S.L. (2017). “United States Adolescents' Television, Computer, Videogame, Smartphone, And Tablet Use: Associations with Sugary Drinks, Sleep, Physical Activity, and Obesity”. The Journal of Pediatrics, 182, 144-149. https://doi.org/10.1016/j.jpeds.2016.11.015
  • 30. Mario, S, Hannah, C, Jonathan, W.C. and Jose, L. (2014). “Frequent Video-Game Playing in Young Males is Associated with Central Adiposity and High-Sugar, Low-Fibre Dietary Consumption”. Eating and Weight Disorders-Studies on Anorexia, Bulimia and Obesity, 19 (4), 515-520. https://doi.org/10.1007/s40519-014-0128-1
  • 31. Chaput, J.P, Visby, T, Nyby, S, Klingenberg, L, Gregersen, N. T, Tremblay, A. ... and Sjödin, A. (2011). “Video Game Playing İncreases Food İntake in Adolescents: A Randomized Crossover Study”. The American Journal of Clinical Nutrition, 93 (6), 1196-1203. https://doi.org/10.3945/ajcn.110.008680
  • 32. Rudolf, K, Bickmann, P, Froböse, I, Tholl, C, Wechsler, K. and Grieben, C. (2020). “Demographics and Health Behavior of Video Game and Esports Players in Germany: The Esports Study 2019”. International Journal of Environmental Research and Public Health, 17 (6), 1870. https://doi.org/10.3390/ijerph17061870
  • 33. Pelletier, V.H, Lessard, A, Piché, F, Tétreau, C. and Descarreaux, M. (2020). “Video Games and Their Associations With Physical Health: A Scoping Review”. BMJ Open Sport & Exercise Medicine, 6 (1), e000832. http://dx.doi.org/10.1136/bmjsem-2020-000832
  • 34. Delfino, L.D, Tebar, W.R, Silva, D.A.S, Gil, F.C.S, Mota, J. and Christofaro, D.G.D. (2020). “Food Advertisements on Television and Eating Habits in Adolescents: A School-Based Study”. Revista de Saúde Pública, 54. https://doi.org/10.11606/s1518-8787.2020054001558
  • 35. Brooks, F.M, Chester, K.L, Smeeton, N.C. and Spencer, N.H. (2016). “Video Gaming in Adolescence: Factors Associated With Leisure Time Use”. Journal of Youth Studies, 19 (1), 36-54. https://doi.org/10.1080/13676261.2015.1048200
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There are 39 citations in total.

Details

Primary Language Turkish
Subjects Physical Training and Sports
Journal Section Original Article
Authors

Pelin Avcı 0000-0002-9185-4954

Nuray Satılmış 0000-0002-2086-1436

Gökmen Kılınçarslan 0000-0001-5176-6477

Işık Bayraktar 0000-0003-1001-5348

Akan Bayrakdar 0000-0002-3217-0253

Publication Date September 26, 2023
Published in Issue Year 2023 Volume: 12 Issue: 3

Cite

APA Avcı, P., Satılmış, N., Kılınçarslan, G., Bayraktar, I., et al. (2023). Dijital Oyun Oynama Süresinin Günlük Yaşam Alışkanlıkları Üzerine Etkisi (Karma Yöntem Araştırması). Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi, 12(3), 1358-1366. https://doi.org/10.37989/gumussagbil.1320158
AMA Avcı P, Satılmış N, Kılınçarslan G, Bayraktar I, Bayrakdar A. Dijital Oyun Oynama Süresinin Günlük Yaşam Alışkanlıkları Üzerine Etkisi (Karma Yöntem Araştırması). Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi. September 2023;12(3):1358-1366. doi:10.37989/gumussagbil.1320158
Chicago Avcı, Pelin, Nuray Satılmış, Gökmen Kılınçarslan, Işık Bayraktar, and Akan Bayrakdar. “Dijital Oyun Oynama Süresinin Günlük Yaşam Alışkanlıkları Üzerine Etkisi (Karma Yöntem Araştırması)”. Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi 12, no. 3 (September 2023): 1358-66. https://doi.org/10.37989/gumussagbil.1320158.
EndNote Avcı P, Satılmış N, Kılınçarslan G, Bayraktar I, Bayrakdar A (September 1, 2023) Dijital Oyun Oynama Süresinin Günlük Yaşam Alışkanlıkları Üzerine Etkisi (Karma Yöntem Araştırması). Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi 12 3 1358–1366.
IEEE P. Avcı, N. Satılmış, G. Kılınçarslan, I. Bayraktar, and A. Bayrakdar, “Dijital Oyun Oynama Süresinin Günlük Yaşam Alışkanlıkları Üzerine Etkisi (Karma Yöntem Araştırması)”, Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi, vol. 12, no. 3, pp. 1358–1366, 2023, doi: 10.37989/gumussagbil.1320158.
ISNAD Avcı, Pelin et al. “Dijital Oyun Oynama Süresinin Günlük Yaşam Alışkanlıkları Üzerine Etkisi (Karma Yöntem Araştırması)”. Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi 12/3 (September 2023), 1358-1366. https://doi.org/10.37989/gumussagbil.1320158.
JAMA Avcı P, Satılmış N, Kılınçarslan G, Bayraktar I, Bayrakdar A. Dijital Oyun Oynama Süresinin Günlük Yaşam Alışkanlıkları Üzerine Etkisi (Karma Yöntem Araştırması). Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi. 2023;12:1358–1366.
MLA Avcı, Pelin et al. “Dijital Oyun Oynama Süresinin Günlük Yaşam Alışkanlıkları Üzerine Etkisi (Karma Yöntem Araştırması)”. Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi, vol. 12, no. 3, 2023, pp. 1358-66, doi:10.37989/gumussagbil.1320158.
Vancouver Avcı P, Satılmış N, Kılınçarslan G, Bayraktar I, Bayrakdar A. Dijital Oyun Oynama Süresinin Günlük Yaşam Alışkanlıkları Üzerine Etkisi (Karma Yöntem Araştırması). Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi. 2023;12(3):1358-66.