Abstract

The Computer gaming addiction is one of the newer concepts that young generations face and can be defined as excessive and problematic use of computer games leading to social and/or emotional problems. The purpose of this study is to analyze through variables the computer gaming addiction levels of secondary school students. The research was conducted with survey and causal-comparative quantitative research methods. Furthermore, it was attempted to contribute to the quantitative data by interpreting the data obtained through open-ended questions. Findings reveal a significant difference between computer gaming addiction and variables of gender, daily gaming times, and whether or not they play games with people they do not know. However, findings did not show any significant difference between computer gaming addiction and variables of grade or purposes of game playing. According to the findings from qualitative data analysis, students mostly prefer to play skill-based games, while they would want to design action games.
 
 
 Keywords: Computer gaming, Daily gaming times, Game addiction, Purposes of game playing, Secondary school students

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