Examining Addiction Levels of Tablet, Phone, and Computer Gaming According to the Parents' Opinions of Students Participating Summer Sports Schools
Veysel Albayrak, Atalay Gacar, Eyyup Nacar, Ömer Faruk Tutar
2916
ABSTRACT
Background: The universe of the research is the athletes of
summer sports schools held in Elazig in 2021. The sample consists of the
mothers of 669 randomly selected athletes from sports schools.
Aim: The aim of the study is to examine
the levels of gaming addiction according to the parental opinions of the
students participating the 2021 Elazig Summer Sports Schools.
Methods: In
order to determine the demographic characteristics of the participants in the
study, the personal information form(gender, age, school level, mother work
status, child's tablet/phone ownership status), and an 18-item scale developed
by Ulusoy (2019) was used. Analysis of the data in the research and the
calculation of the results found were created through statistical programs in a
computer environment. Frequency (f) and percentage (%) distributions of
variables were calculated. The data were checked with skewness and kurtosis
tests to determine whether they were normally distributed. As a result of these
tests and controls, it was determined that the data of the research was
parametric. Therefore, t test and variance analysis (Anova) test were used. The
error level was taken as p<0.05 in the study.
Results: It was determined that there was a statistically significant
difference in computer game addiction depending on the gender, mother work
status and tablet/phone/computer availability of the students participating
summer sports schools in Elazig province. There was no statistically
significant difference in computer game addiction depending on educational
status and age variables.
Conclusion: In line with the study findings, it was observed
that the overall average of computer game addiction levels was below average at
45.30 within the framework of the parental opinions of the students
participating summer sports schools in Elazig province.
Keywords: Sports,
Gaming, Addiction, Technological Device