3630
ABSTRACT
Aim: In
this study, athletes' views on digital games during the pandemic process were examined.
Methods: x The sample of the study
consists of 1521 (927 Male, 594 Female) athletes who continue their activities
in different branches. The research is a screening model and has a descriptive
quality. As a data collection tool, an online questionnaire form which
questioned the demographic information of the participants, their frequency of
playing digital games and the types of games they played was used. The SPSS
package program was used to analyze the data and significance was accepted as p
<0.05.
Results: According to the results of
the research, 60.9% of the participants were male, 35.5% were between the ages
of 21-30, 59.2% were students and 61.5% were undergraduate and postgraduate
athletes. When looking at the frequency of playing the game, 32.5% of them
played with medium frequency. It was determined that athletes played games via
a mobile phone at a higher rate than a desktop computer. In the answers given
to the playing times during the pandemic process, "yes" was
determined as 50.2%. Those who played 3 hours or more in daily playing time in
pandemic were determined as 21.6%. In the pandemic, it was determined that the
athletes played strategy, war, sportive games, backgammon-rummikub-chess, car
racing and fighting games, respectively. Horror and role playing games were
played at low rates.
Considering
the relationship between the age level of the athletes participating in the
study and the types of the games, the rate of playing strategy games increased
as the age got older, and young people between the ages of 21-30 played war
games at higher rates. Internet usage rate of undergraduate and postgraduates
of the participants was determined as 61.5%. Considering the educational status
and the types of the games they played, it was determined that they played
games such as strategy, war, sportive games and backgammon-rummikub-chess at
high rates. The higher the education level, the higher the rate of watching
horror movies was. In addition, considering participants' sportive level and
the types of games they played, it was determined that the trainers preferred
sports and strategy games at higher rates. Considering the sportive level and
the types of games played, it was determined that the athletes played games
such as backgammon- rummikub -chess at lower rates.
Conclusion: As a result; some changes
were observed in athletes' lifestyles in the research group with the pandemic
process, and the duration spent at home and playing games increased. In this
context, it is considered that encouraging sports activities preventing
inactivity at home during the pandemic process will positively affect the
health of individuals.
Keywords: Pandemic, Game, Digital
Games, Sports