Digital Game Addiction and Cyber Bullying in High School Students
Abstract
Bu araştırmanın amacı, lise öğrencilerinin dijital oyun bağımlılığı ve siber zorbalık düzeyleri arasındaki ilişkiyi incelenmektir. Ayrıca bu amaç doğrultusunda dijital oyun bağımlılığı ve siber zorbalık, bazı sosyo-demografik (cinsiyet, sınıf, annenin eğitim durumu, oynadığı dijital oyun türleri, oyun oynama süreleri, bilgisayar, tablet, cep telefonuna sahip olma durumları ve internete bağlanma süreleri) değişkenlere göre incelenmiştir. İlişkisel tarama modeli ile yapılan araştırmaya 2022-2023 eğitim öğretim yılı Van ilinde öğrenim gören 665 lise öğrencisi katılmıştır. Araştırmanın verileri Irmak ve Erdoğan tarafından geliştirilen Dijital Bağımlılık Ölçeği, Küçük, İnanıcı ve Ziyalar tarafından geliştirilen Siber Zorbalık Ölçeği ve Kişisel Bilgi Formu kullanılarak elde edilmiştir. Verilerin analizinde; Aritmetik Ortalama, Standart Sapma, Bağımsız t testi, tek yönlü varyans analizi (ANOVA), Pearson Korelasyon Katsayısı kullanılmıştır. Araştırma sonuçlarına göre lise öğrencilerinin dijital oyun bağımlılık düzeyleri ile siber zorbalık düzeyleri arasında orta düzeyde pozitif ve anlamlı bir ilişki olduğu belirlenmiştir. Lise öğrencilerinin dijital oyun bağımlılık düzeyleri; cinsiyetlerine, günlük oyun oynama süresine, dijital oyun türleri oynama durumuna göre anlamlı farklılık gösterdiği, sınıf kademesi, annenin eğitim düzeyi göre anlamlı bir fark bulunmadığı belirlenmiştir. Lise öğrencilerin siber zorbalık düzeylerinin sınıf, günlük internete bağlanma süresi, cep telefonu ve bilgisayara sahip olma durumuna göre anlamlı farklılık gösterdiği, cinsiyet, tablete sahip olma durumuna göre anlamlı bir fark bulunmadığı belirlenmiştir.
The aim of this research is to examine the relationship between high school students' digital game addiction and cyberbullying levels. In addition, for this purpose, digital game addiction and cyberbullying were examined according to some socio-demographic variables (gender, class, educational status of the mother, types of digital games played, duration of playing games, possession of a computer, tablet, mobile phone and time to connect to the internet) variables. 665 students studying in the province of Van in the 2022-2023 academic year participated in the research conducted with the relational scanning model. The data of the research were obtained by using the Digital Addiction Scale developed by Irmak and Erdoğan, the Cyber Bullying Scale developed by Küçük, İnanıcı and Ziyalar, and the Personal Information Form. In the analysis of data; Arithmetic Mean, Standard Deviation, Independent t test, one-way analysis of variance (ANOVA), Pearson Correlation Coefficient were used. According to the results of the research, it was determined that there is a moderate positive and significant relationship between the digital game addiction levels of high school students and their cyberbullying levels. Digital game addiction levels of high school students; It has been determined that there is a significant difference according to gender, daily game playing time, playing digital game types, and there is no significant difference according to class level and education level of the mother. It was determined that the cyberbullying levels of high school students differed significantly according to the class, daily internet connection time, having a mobile phone and computer, but there was no significant difference according to gender and having a tablet.
The aim of this research is to examine the relationship between high school students' digital game addiction and cyberbullying levels. In addition, for this purpose, digital game addiction and cyberbullying were examined according to some socio-demographic variables (gender, class, educational status of the mother, types of digital games played, duration of playing games, possession of a computer, tablet, mobile phone and time to connect to the internet) variables. 665 students studying in the province of Van in the 2022-2023 academic year participated in the research conducted with the relational scanning model. The data of the research were obtained by using the Digital Addiction Scale developed by Irmak and Erdoğan, the Cyber Bullying Scale developed by Küçük, İnanıcı and Ziyalar, and the Personal Information Form. In the analysis of data; Arithmetic Mean, Standard Deviation, Independent t test, one-way analysis of variance (ANOVA), Pearson Correlation Coefficient were used. According to the results of the research, it was determined that there is a moderate positive and significant relationship between the digital game addiction levels of high school students and their cyberbullying levels. Digital game addiction levels of high school students; It has been determined that there is a significant difference according to gender, daily game playing time, playing digital game types, and there is no significant difference according to class level and education level of the mother. It was determined that the cyberbullying levels of high school students differed significantly according to the class, daily internet connection time, having a mobile phone and computer, but there was no significant difference according to gender and having a tablet.
Description
Keywords
Eğitim ve Öğretim, Education and Training
Turkish CoHE Thesis Center URL
WoS Q
Scopus Q
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Volume
Issue
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100