Genç yetişkinlerde internet oyun oynama durumu ve ilişkili faktörler
Küçük Resim Yok
Tarih
2023
Yazarlar
Dergi Başlığı
Dergi ISSN
Cilt Başlığı
Yayıncı
Ege Üniversitesi
Erişim Hakkı
info:eu-repo/semantics/openAccess
Özet
sosyal hayatları üzerine olan etkilerini görmek ve motivasyonlarına ilişkin durumu gözler önüne sermektir. Araştırma, Temmuz 2021-Ekim 2021 tarihleri arasında tanımlayıcı ve ilişkisel tipte, 136 katılımcı ile yürütülmüştür. Veri toplamada "Olgu Rapor Formu", "Dijital Oyun Oynama Motivasyonu Ölçeği" ( DOOMÖ) ve "Internet Oyun Oynama Bozukluğu Ölçeği" (İOOBÖ) kullanılmıştır. Katılımcıların haftada dijital oyun oynama süresinin, Başarı ve Canlanma alt boyutu, Merak ve Sosyal Kabul alt boyutu ve DOOMÖ puanlarının İnternet Oyun Oynama Bozukluğu Ölçeği puanını yordadığı belirlenmiş olup çoklu doğrusal regresyon analizine dahil edilmiştir.
The objective of this study is to analyse the motivation of young adults for playing internet games in the light of the total time they devote to games and the effects it has on their social and professional lives, whilst assessing these with regards to DSM-5 criteria. The study, which involved 136 participants, was conducted between July and October, 2021 with descriptive and associative types. In the data collecting process "Case Report Form", "Digital Game Playing Motivation Scale" and "Internet Gaming Disorder Scale" were used. It was determined that the weekly time that participants had devoted to play digital game playing, the Achievement and Revival sub-dimension, the Curiosity and Social Acceptance sub-dimension, and the Digital Gaming Motivation Scale scores predicted the Internet Gaming Disorder Scale score and were included in the multiple linear regression analysis.
The objective of this study is to analyse the motivation of young adults for playing internet games in the light of the total time they devote to games and the effects it has on their social and professional lives, whilst assessing these with regards to DSM-5 criteria. The study, which involved 136 participants, was conducted between July and October, 2021 with descriptive and associative types. In the data collecting process "Case Report Form", "Digital Game Playing Motivation Scale" and "Internet Gaming Disorder Scale" were used. It was determined that the weekly time that participants had devoted to play digital game playing, the Achievement and Revival sub-dimension, the Curiosity and Social Acceptance sub-dimension, and the Digital Gaming Motivation Scale scores predicted the Internet Gaming Disorder Scale score and were included in the multiple linear regression analysis.
Açıklama
Anahtar Kelimeler
Hemşirelik, Nursing, Psikiyatri, İnternet, İnternet Oyun Oynama Bozukluğu, Motivasyon, Video Oyunları, IGD9-SF, DSM-5, Internet, Internet Gaming Disorder, Motivation, Video Games, IGD9-SF, DSM-5