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Çevrimiçi Oyun Bağımlılığı ve Z Kuşağı: Türk ve Romanyalı Lise Öğrencileri Üzerine Karşılaştırmalı Bir Çalışma

Yıl 2021, Cilt: 14 Sayı: 2, 549 - 575, 25.04.2021
https://doi.org/10.18094/josc.811992

Öz

Teknoloji çağının "dijital yerliler" adı verilenleri arasında yer alan Z Kuşağı ve onların çevrimiçi davranışları, derinlemesine çalışılması gereken önemli konulardır. Teknoloji ile kuşatılmış olan Z Kuşağı, tüm teknoloji ürünlerini kolayca elde etmekte, kullanmakta ve onlarla zaman geçirme konusunda herhangi bir kısıtlama hissetmemektedir, bu da bir tür bağımlılığa yol açabilmektedir. Bu çalışma, Faraci ve meslektaşlarının Young tarafından hazırlanan versiyonu olan 20 maddelik IAT'yi kullanarak internet ve çevrimiçi oyun bağımlılığının iki faktörlü çözümünü incelemek üzere tasarlanmıştır. Mevcut durumu ortaya çıkarmak için Türkiye ve Romanya'dan iki lisede karşılaştırmalı olarak eşzamanlı iki saha çalışması yapılmıştır. Türk ve Romanyalı katılımcılar, çevrimiçi oyun davranışı hakkındaki ankete bir çevrimiçi anket platformu aracılığıyla yanıt vermişlerdir Çevrimiçi oyun bağımlılığının boyutlarını belirlemek için açımlayıcı faktör analizi ve doğrulayıcı faktör analizi yapılmıştır. Her iki faktörün güvenilirlik katsayıları tatmin edici olduğu görülmüştür. Doğrulayıcı faktör analizine göre her iki örneklemdeki uyum iyiliği indeksleri makul bulunmuştur. Sonuç olarak, her iki faktör de mevcut araştırmaya tam olarak uymaktadır ve çalışma çevrimiçi oyun davranışı hakkında başka sonuçlar da vermektedir.

Kaynakça

  • Barke, A., Kröner-Herwig, B. &Nyenhuls, N. (2014). The German version of the generalised problematic internet use scale 2 (GPIUS2): A validation study. Cyberpsychology, Behavior and Social Networking, X(X), 1-9. DOI: 10.1089/cyber.2013.0706.
  • Bates, B. (2004). Game design, The Premier Press, USA.
  • Blinka, L. (2015). Online Gaming Addiction: The Role of Avatars and Sociability of Gamers (Dissertation). Masaryk University, Faculty of Social Studies, Brno, Czechia.
  • Çavuş, S., Ayhan, B. & Tuncer, M. (2016). Bilgisayar oyunları ve bağımlılık: Üniversite öğrencileri üzerine bir alan araştırması (Computer games and addiction: A field study on university students), İletişim Kuram ve Araştırma Dergisi, 43, Gazi Üniversitesi İletişim Fakültesi Süreli Elektronik Dergi, E-ISSN: 2147-4524.
  • Dehon, C., Weems, C.F., Stickle, T.R., Costa, N.M.&Berman, S.L. (2005). A cross-sectional evaluation of the factorial invariance of anxiety sensitivity in adolescents and young adults. Behaviour Research and Therapy, 43, 799-810.
  • Faraci, P., Craparo, G., Messina, R.&Severino, S. (2013). Internet addiction test (IAT): Which is the best factorial solution? Journal of Medical Internet Research, 15(10), 1-11. doi:10.2196/jmir.2935.
  • Ferguson, C.J., Coulson, M.&Barnett, J. (2011). A meta-analysis of pathological gaming prevalence and comorbidity with mental health, academic and social problems, Journal of Psychiatric Research, 45, 1573-1578.
  • Fox, J. (2002). Structural equation models. http://ftp.unibayreuth.de/math/statlib/R/CRAN/doc/contrib/FoxCompanion/appendix-sems.pdf. ICD-11 (December 2018). 6C51 Gaming disorder. https://icd.who.int/browse11/l-m/en#/http://id.who.int/icd/entity/1448597234.
  • Kline, R.B. (2005). Methodology in the social sciences. Principles and practice of structural equation modeling (2nd ed.). Guilford Press.
  • Loveland, E. (2017). Instant generation. The Journal of College Admission, 235, 34-38.
  • Mat Salleh, M. S., Mahbob, N. N. & Baharudin, N. S. (2017). Overview of “Generation Z” behavioural characteristic and ıts effect towards hostel facility. International Journal of Real Estate Studies, 11(2), 59-67.
  • Prensky, M. (2001). Digital natives, digital ımmigrants, on the horizon, NCB University Press,9 (5), https://s3.amazonaws.com/academia.edu.documents/31169414/Digital_Natives_-_Digital_Immigrants.pdf?AWSAccessKeyId=AKIAIWOWYYGZ2Y53UL3A&Expires=1552544571&Signature=4jc9dTvzaf6N602Ud97XItztr%2F4%3D&response-content-disposition=inline%3B%20filename%3DDigital_natives_digital_immigrants_part.pdf.
  • Rickes, P. S. (2016). Generation in flux: How Gen Z will continue to transform higher education space. Planning for Higher Education Journal, 44 (4), 21-45.
  • Schermelleh-Engel, K., Moosbrugger, H.&Müller, H. (2003). Evaluating the fit of structural equation models: tests of significance and descriptive goodness-of-fit measures. Methods of Pyschological Reserach Online, 8(2), 23-74.
  • Seemiller, C., & Grace, M. (2016). Generation Z goes to college. San Francisco, CA: Jossey-Bass.
  • Simon, D., Kriston, L., Loh, A., Spies, C., Scheibler, F., Wills, C.&Härter, M. (2010). Confirmatory factor analysis and recommendations for improvement of the Autonomy-Preference-Index (API). Health Expectations, 13(3), 234-243. https://doi.org/10.1111/j.1369-7625.2009.00584.x .
  • Tabachnick, B.G.&Fidell, L.S. (2001). Using multivariate statistics (4th Edition). Needham Heights, MA: Allyn & Bacon. ISBN 0-321-05677-9.
  • The Green Crescent (2018). WHO Disclaimed: Online Game and Online Gamble Addictions are Mental Health Problems https://www.yesilay.org.tr/tr/haberler/detay/dso-acikladi-online-oyun-ve-online-kumar-bagimliligi-bir-ruh-sagligi-problemi.
  • Twenge, J. M. (2017). iGen, New York, NY: Atria Books.
  • Van Rooij, A.J., Shoenmakers, T.M., Vermulst, A.A., van den Eijnden, R.J.J.M., van de Mheen, D. (2010). Online video game addiction: Identification of addicted adolescent gamers, Addiction, 106, 205-212.04 205.
  • Widyanto, L.&McMurran, M. (2004). The psychometric properties of the internet addiction test. CyberPyschology&Behavior, 7(4), 443-450.
  • Yalçın Irmak, A. & Erdoğan, S. (2016). Digital game addiction among adolescents and young adults: A current overview, Turkish Journal of Psychiatry, doi: 10.5080/u13407.
  • Young, K.S. (2009). Internet addiction: the emergence of a new clinical disorder. CyberPsychology&Behavior, 1(3), 237-244. [doi: 10.1089/cpb.1998.1.237].

Online Game Addiction and Gen Z: A Comparative Study on Turkish and Romanian High School Students

Yıl 2021, Cilt: 14 Sayı: 2, 549 - 575, 25.04.2021
https://doi.org/10.18094/josc.811992

Öz

As being among “the digital natives” of the technology era, Generation Z and their online behaviors are important subjects to study in depth. Surrounded by technology, Generation Z is easily getting and using all technology products, and they do not feel any constraint about spending time with them, which might lead to a kind of addiction. The study was designed to examine the two-factor solution of online gaming addiction by Faraci and her colleagues’ internet addiction version employing the IAT of 20 items by Young. In order to reveal the present state, two field studies in two high schools from Turkey and Romania were run comparatively. Turkish and Romanian participants replied the 20-item-IAT and the questionnaire about online gaming behavior via an online survey platform. To determine the dimensions of online gaming addiction exploratory factor analysis and confirmatory factor analysis are performed. Reliability coefficients of both factors were satisfactory. According to confirmatory factor analysis goodness-of-fit indexes in both samples were reasonable. In conclusion, both factors fit well into the present study producing some other results about online gaming behavior, as well.

Kaynakça

  • Barke, A., Kröner-Herwig, B. &Nyenhuls, N. (2014). The German version of the generalised problematic internet use scale 2 (GPIUS2): A validation study. Cyberpsychology, Behavior and Social Networking, X(X), 1-9. DOI: 10.1089/cyber.2013.0706.
  • Bates, B. (2004). Game design, The Premier Press, USA.
  • Blinka, L. (2015). Online Gaming Addiction: The Role of Avatars and Sociability of Gamers (Dissertation). Masaryk University, Faculty of Social Studies, Brno, Czechia.
  • Çavuş, S., Ayhan, B. & Tuncer, M. (2016). Bilgisayar oyunları ve bağımlılık: Üniversite öğrencileri üzerine bir alan araştırması (Computer games and addiction: A field study on university students), İletişim Kuram ve Araştırma Dergisi, 43, Gazi Üniversitesi İletişim Fakültesi Süreli Elektronik Dergi, E-ISSN: 2147-4524.
  • Dehon, C., Weems, C.F., Stickle, T.R., Costa, N.M.&Berman, S.L. (2005). A cross-sectional evaluation of the factorial invariance of anxiety sensitivity in adolescents and young adults. Behaviour Research and Therapy, 43, 799-810.
  • Faraci, P., Craparo, G., Messina, R.&Severino, S. (2013). Internet addiction test (IAT): Which is the best factorial solution? Journal of Medical Internet Research, 15(10), 1-11. doi:10.2196/jmir.2935.
  • Ferguson, C.J., Coulson, M.&Barnett, J. (2011). A meta-analysis of pathological gaming prevalence and comorbidity with mental health, academic and social problems, Journal of Psychiatric Research, 45, 1573-1578.
  • Fox, J. (2002). Structural equation models. http://ftp.unibayreuth.de/math/statlib/R/CRAN/doc/contrib/FoxCompanion/appendix-sems.pdf. ICD-11 (December 2018). 6C51 Gaming disorder. https://icd.who.int/browse11/l-m/en#/http://id.who.int/icd/entity/1448597234.
  • Kline, R.B. (2005). Methodology in the social sciences. Principles and practice of structural equation modeling (2nd ed.). Guilford Press.
  • Loveland, E. (2017). Instant generation. The Journal of College Admission, 235, 34-38.
  • Mat Salleh, M. S., Mahbob, N. N. & Baharudin, N. S. (2017). Overview of “Generation Z” behavioural characteristic and ıts effect towards hostel facility. International Journal of Real Estate Studies, 11(2), 59-67.
  • Prensky, M. (2001). Digital natives, digital ımmigrants, on the horizon, NCB University Press,9 (5), https://s3.amazonaws.com/academia.edu.documents/31169414/Digital_Natives_-_Digital_Immigrants.pdf?AWSAccessKeyId=AKIAIWOWYYGZ2Y53UL3A&Expires=1552544571&Signature=4jc9dTvzaf6N602Ud97XItztr%2F4%3D&response-content-disposition=inline%3B%20filename%3DDigital_natives_digital_immigrants_part.pdf.
  • Rickes, P. S. (2016). Generation in flux: How Gen Z will continue to transform higher education space. Planning for Higher Education Journal, 44 (4), 21-45.
  • Schermelleh-Engel, K., Moosbrugger, H.&Müller, H. (2003). Evaluating the fit of structural equation models: tests of significance and descriptive goodness-of-fit measures. Methods of Pyschological Reserach Online, 8(2), 23-74.
  • Seemiller, C., & Grace, M. (2016). Generation Z goes to college. San Francisco, CA: Jossey-Bass.
  • Simon, D., Kriston, L., Loh, A., Spies, C., Scheibler, F., Wills, C.&Härter, M. (2010). Confirmatory factor analysis and recommendations for improvement of the Autonomy-Preference-Index (API). Health Expectations, 13(3), 234-243. https://doi.org/10.1111/j.1369-7625.2009.00584.x .
  • Tabachnick, B.G.&Fidell, L.S. (2001). Using multivariate statistics (4th Edition). Needham Heights, MA: Allyn & Bacon. ISBN 0-321-05677-9.
  • The Green Crescent (2018). WHO Disclaimed: Online Game and Online Gamble Addictions are Mental Health Problems https://www.yesilay.org.tr/tr/haberler/detay/dso-acikladi-online-oyun-ve-online-kumar-bagimliligi-bir-ruh-sagligi-problemi.
  • Twenge, J. M. (2017). iGen, New York, NY: Atria Books.
  • Van Rooij, A.J., Shoenmakers, T.M., Vermulst, A.A., van den Eijnden, R.J.J.M., van de Mheen, D. (2010). Online video game addiction: Identification of addicted adolescent gamers, Addiction, 106, 205-212.04 205.
  • Widyanto, L.&McMurran, M. (2004). The psychometric properties of the internet addiction test. CyberPyschology&Behavior, 7(4), 443-450.
  • Yalçın Irmak, A. & Erdoğan, S. (2016). Digital game addiction among adolescents and young adults: A current overview, Turkish Journal of Psychiatry, doi: 10.5080/u13407.
  • Young, K.S. (2009). Internet addiction: the emergence of a new clinical disorder. CyberPsychology&Behavior, 1(3), 237-244. [doi: 10.1089/cpb.1998.1.237].
Toplam 23 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Bölüm Araştırma Makaleleri
Yazarlar

Huri Deniz Karcı 0000-0003-1544-8249

Bahar Urhan 0000-0001-5559-9311

Yayımlanma Tarihi 25 Nisan 2021
Gönderilme Tarihi 17 Ekim 2020
Yayımlandığı Sayı Yıl 2021 Cilt: 14 Sayı: 2

Kaynak Göster

APA Karcı, H. D., & Urhan, B. (2021). Online Game Addiction and Gen Z: A Comparative Study on Turkish and Romanian High School Students. Selçuk İletişim, 14(2), 549-575. https://doi.org/10.18094/josc.811992