Öz
This study, by examining the digital game addiction level of university students studying in different departments according to age, time played, income, gender, field of study, game type, game platform; The aim of this study was to compare these variables with the sub-dimensions of emotion, hyperfocus and deprivation from digital game addiction dimensions. The study group consisted of 517 people reached by convenience sampling method. As a data collection tool, the "Digital Game Addiction Scale for University Students" developed by Hazar and Hazar (2019) was applied to those who agreed to participate in the research by online questionnaire method. In the analysis of the data, parametric tests were used for data showing normal distribution and non-parametric tests were used for data not showing normal distribution. According to the results of the research, men have a higher risk of becoming addicted to digital games than women, 58% of university students choose mobile platforms to play digital games, the most preferred game type is First Person Shooter (FPS) (31%), and 80.7% of the students participating in the study. It was determined that the first part of the study had low risk and high-risk addiction scores. It has been determined that the students of faculties other than the faculty of sports sciences have higher levels of digital addiction.