The relationship between digital game addiction, cyberloafing, and psychological well-being in primary school students

Author:

ZİNCİR Serkan1ORCID,SAPMAZ Fatma2ORCID,HAMUTOĞLU Nazire Burçin3ORCID,TOPAL Murat4ORCID

Affiliation:

1. Etlik şehir hastanesi

2. İzmir Bakırçay Üniversitesi, İnsan ve Toplum Bilimleri Fakültesi, Psikoloji Bölümü, İzmir

3. Eskişehir Teknik Üniversitesi, Öğrenme ve Öğretme Gelişimi, Eskişehir

4. Sakarya Üniversitesi, Eğitim Fakültesi, Bilgisayar ve Eğitim Teknolojileri Eğitimi, Sakarya

Abstract

Aims: Today, with the advances in technology, the use of devices such as computers, digital game consoles, phones, and tablets has also increased. However, with the widespread use of internet access, digital platforms have started to be used frequently in interpersonal interaction and relations. The use of digital games and the internet, where the user age is in a wide range, has decreased to very young ages, and the time spent by individuals in games and on the internet has gradually increased. In this context, the duration of stay in the digital environment can be seen as an important criterion in terms of addiction. Spending excessive time in the digital environment can cause individuals to be adversely affected by psychosocial aspects. The purpose of our study is to reveal the reasons for the complex and multifaceted relationship between cyberloafing, digital game addiction, and well-being, and to discuss potential solutions. Methods: This study was designed as a cross-sectional study. The study group was formed of 1330 students in the second stage of primary education in grades, 5, 6, 7, and 8, in state schools. The sample Group consisted of 614 females and 716 males in almost the same age group. The game addiction scale, perceived cyberloafing scale, and psychological well-being scale were applied to students. The necessary permission to conduct the study was obtained from, then the data were collected in face-to-face interviews on a voluntary basis. The data obtained in this study were analyzed statistically using SPSS vn. 23 and AMOS 23 software. Results: The Gaming Addiction Scale score was determined to be mean 42.09 for the whole group, 36.96 for females, and 46.96 for males. The Cyberloafing Scale score was determined to be a mean of 24.01 for the whole group, 21.94 for females, and 25.79 for males. The Psychological Well-Being Scale score was found to be a mean of 30.60 for the whole group, 32.02 for females and, 29.39 for males. A positive correlation was observed between gaming addiction and, cyberloafing, (p=0.00) and both of these conditions were determined to be negatively correlated with psychological well-being. (p=0.00) Conclusion: Activities to support students’ psychological well-being can help prevent vicious cycles between cyberloafing, game addiction, and psychological well-being by contributing to controlling cyberloafing and game addiction tendencies.

Publisher

Anatolian Current Medical Journal

Subject

General Medicine

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3