This
study has three goals. Those are; to investigate i. the relationship between
starting age of digital games and age of using (having) a phone, and phone and
game addiction, ii. the impact of game and phone addiction on academic success
and iii. the validity and reliability of the developed phone and game addiction
scales. In order to achieve these goals, data is collected from 446 university
students by utilizing a standard questionnaire. As a result of the exploratory
and confirmatory factor analysis carried out, it is seen that the scale of the
game addiction has two dimensions (desire and ambition), the scale of phone
addiction has four dimensions (internet, deprivation, communication and
freedom), and both scales are valid and reliable. Results of the structural
equation analysis reveal that there is a strong negative relationship between
the age of starting to play games and using (having) a phone, and the game and
phone addiction. It is also determined that as the starting age of playing digital
game decreases, the level of addiction increases. Although the effect of phone
addiction on academic success (duration of studying and overall academic
average) is relatively low in comparison with the game addiction, both have
statistically negative effects. It is also found in the study that the game
addiction has a partial mediation effect between phone addiction and academic
success.
Game Addiction Phone Addiction Starting Age Academic Success Scale
Oyun Bağımlılığı Telefon Bağımlılığı Başlama Yaşı Akademik Başarı Ölçek
Birincil Dil | Türkçe |
---|---|
Konular | İşletme |
Bölüm | Araştırma Makaleleri |
Yazarlar | |
Yayımlanma Tarihi | 29 Temmuz 2018 |
Gönderilme Tarihi | 6 Haziran 2018 |
Yayımlandığı Sayı | Yıl 2018 Cilt: 9 Sayı: 21 |