Ergenlerde dijital oyun bağımlılığı ile prososyal davranışlar arasındaki ilişkinin incelenmesi
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Tarih
2024
Yazarlar
Dergi Başlığı
Dergi ISSN
Cilt Başlığı
Yayıncı
Kırıkkale Üniversitesi
Erişim Hakkı
info:eu-repo/semantics/openAccess
Özet
Bu araştırmada ergenlerin dijital oyun bağımlılığı ile prososyal davranışları arasındaki ilişkinin incelenmesi amaçlanmıştır. Çalışma grubunu, Diyarbakır İl Milli Eğitim Müdürlüğü'ne bağlı basit tesadüfi örnekleme yoluyla belirlenen 7 resmi lise türünde öğrenim gören 810 öğrenci oluşturmuştur. Araştırmada veri toplama aracı olarak "Kişisel Bilgi Formu", dijital oyun bağımlılığının belirlenmesi için geçerlik ve güvenirlik çalışması, Irmak ve Erdoğan (2015) tarafından yapılan "Dijital Oyun Bağımlılığı Ölçeği" ile ergenlerin prososyal davranış durumlarını belirlemek için geçerlik ve güvenirlik çalışması, Ata ve Artan (2021) tarafından yapılmış "Ergen Prososyallik Ölçeği" kullanılmıştır. Araştırma verileri t testi, ANOVA Testi, Pearson Korelasyon Katsayısı kullanılarak analiz edilmiştir. Araştırma sonucunda; ergenlerin dijital oyun bağımlılıklarının ortalamanın altında olduğu ve ergen prososyallik puanlarının ortalamanın üzerinde olduğu belirlenmiştir. Cinsiyet değişkenine göre erkek ergenlerin, Fen Lisesi ve Sosyal Bilimler Lisesi'ne devam edenlerin, bir kardeşe sahip olanların ve babaları emekli olanların dijital oyun bağımlılığı puanlarının yüksek; okur-yazar olmayan anneye sahip ergenlerin ise dijital oyun bağımlılıklarının daha düşük olduğu saptanmıştır. Prososyal davranışlar açısından ise, Anadolu Lisesi ve İmam Hatip Lisesi'ne devam edenlerin, kız ergenler ile babası serbest meslek sahibi ve memur olanların prososyal davranış puan ortalamalarının diğer gruplara göre daha yüksek olduğu; ayrıca ergenlerin dijital oyun bağımlılıkları arttıkça prososyal davranış gösterme eğilimlerinin azaldığı, ergenlerin dijital oyun bağımlılığı ile prososyal davranışları arasında negatif yönde düşük düzeyde bir ilişkinin olduğu belirlenmiştir. Anahtar Kelimeler: Dijital oyun bağımlılığı, prososyal davranış, ergen
The aim of this study is to investigate the relationship between digital game addiction and prosocial behaviors in adolescents. The study group consisted of 810 students studying in 7 types of official high schools determined by simple random sampling under the Diyarbakır Provincial Directorate of National Education. In the study, "Personal Information Form", "Digital Game Addiction Scale" whose validity and reliability study was conducted by Irmak and Erdoğan (2015) to determine digital game addiction, and "Adolescent Prosociality Scale" whose validity and reliability study was conducted by Ata and Artan (2021) to determine adolescents' prosocial behavior statuses were used as data collection tools. The research data were analyzed using t-test, ANOVA Test, and Pearson Correlation Coefficient. As a result of the research, it was determined that adolescents' digital game addiction was below average and their prosociality scores were above average. According to the gender variable, it was found that male adolescents, those attending Science High School and Social Sciences High School, those with one sibling, and those whose fathers were retired had high digital game addiction scores; while adolescents whose mothers were illiterate had lower digital game addiction. In terms of prosocial behaviors, it was found that those attending Anatolian High School and Imam Hatip High School, female adolescents, and those whose fathers were self-employed or civil servants had higher average prosocial behavior scores compared to other groups; additionally, it was determined that as adolescents' digital game addiction increased, their tendency to display prosocial behavior decreased, and there was a low-level negative relationship between adolescents' digital game addiction and prosocial behaviors. Key words: Digital game addiction, prosocial behavior, adolescent
The aim of this study is to investigate the relationship between digital game addiction and prosocial behaviors in adolescents. The study group consisted of 810 students studying in 7 types of official high schools determined by simple random sampling under the Diyarbakır Provincial Directorate of National Education. In the study, "Personal Information Form", "Digital Game Addiction Scale" whose validity and reliability study was conducted by Irmak and Erdoğan (2015) to determine digital game addiction, and "Adolescent Prosociality Scale" whose validity and reliability study was conducted by Ata and Artan (2021) to determine adolescents' prosocial behavior statuses were used as data collection tools. The research data were analyzed using t-test, ANOVA Test, and Pearson Correlation Coefficient. As a result of the research, it was determined that adolescents' digital game addiction was below average and their prosociality scores were above average. According to the gender variable, it was found that male adolescents, those attending Science High School and Social Sciences High School, those with one sibling, and those whose fathers were retired had high digital game addiction scores; while adolescents whose mothers were illiterate had lower digital game addiction. In terms of prosocial behaviors, it was found that those attending Anatolian High School and Imam Hatip High School, female adolescents, and those whose fathers were self-employed or civil servants had higher average prosocial behavior scores compared to other groups; additionally, it was determined that as adolescents' digital game addiction increased, their tendency to display prosocial behavior decreased, and there was a low-level negative relationship between adolescents' digital game addiction and prosocial behaviors. Key words: Digital game addiction, prosocial behavior, adolescent
Açıklama
Sağlık Bilimleri Enstitüsü, Çocuk Gelişimi Ana Bilim Dalı
Anahtar Kelimeler
Eğitim ve Öğretim, Education and Training, Psikoloji