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ABSTRACT
The aim of this research is to
determine athletes ' views on digital games and to determine their relationship
to certain variables. 1521 (927 male, 594 female) athletes who continue their
activities in different branches constitute the sample of the research. The
research is in the screening model and has a descriptive quality. As a data
collection tool, an online questionnaire was applied in which participants'
demographic information, frequency of game play, the duration of game play with
either mobile phone and desktop computer, and their digital game play status
were surveyed. The data was analyzed using the SPSS statistical package program
and the significance level was accepted as p<0.05.
As a result, 60.9% of the research group were
male, 35.5% were between the ages of 21 and 30, 59.2% were students, and 61.5%
were undergraduates or graduates. 36.9% of participants were observed to play
sports between 1-5 years, 27.5% were observed to play sports between 6-10
years, and 62.9% of them still continued their sports activities as athletes.
In the study, it was determined that athletes played games in moderate
frequency and preferred to play games at higher rates, daily, using their
mobile phones. Participants expressed that they liked to play games and wanted
to play again when they were successful in those games. Athletes stated that
games are addictive, games with violent elements negatively affect people, and
while excessive gameplay negatively affects social life, games also help them
to relieve their boredom. They believe that games which are played with friends
and family, etc. improved social skills, and they noted that games can be used
for educational purposes, and that playing games helps them learn something
new, but is mostly effective in filling out free time. Athletes also noted that
they did not believe that playing digital games improved their athletic
abilities specific to their sport in any way. A statistically significant
difference was found when athletes' views on gender and digital games were
examined. It was determined that there were statistically significant
differences according to age, profession, year of playing sports, level in
sports branch, frequency of playing games, duration of playing games with
mobile phones, duration of playing games with computers, and that there were no
statistically significant difference according to educational status.
As
a result, it was determined that the athletes in the research group played
digital games with medium frequency and liked to play games. We believe that it
will be useful for athletes to use digital games, the internet and social media
to develop their skills in their branch of sports.
Keywords: Digital game, sports and Digital Game,
athletes and digital game.