Abstract

The aim of this study is to investigate the relationship between digital game dependence levels and violence tendency levels of high school students. In the present research, relational survey model has been used. The population of the study consists of 9th, 10th, 11th grade students in the high schools in Battalgazi and Yeşilyurt districts of Malatya in the spring term of 2018-2019 academic year. Simple random sampling method has been used for our sample selection. Digital Game Addiction Scale (DGAS-7) was used to determine the level of digital game addiction, and Violence Tendency Scale (VRS) was used to determine the levels of violence tendency. DGAS-7 was developed by Lemmens et al. (2009). To determine the problematic digital game behaviors of adolescents between the ages of 12-18. It has been developed by Haskan and Yıldırım to measure the tendency of violence among adolescents.
 
 According to the results obtained in our research; according to the monotetic format, 4.6% of the students participating in the research were addicted to digital games, while 95.4% were not dependent. According to the polythetic format, while 21.7% is addicted to digital games, 78.3% is not addicted. There was a statistically significant difference between female and male students in terms of digital game addiction and violence tendency in favor of female students. There was also a significant difference between the levels of digital game addiction and violence tendency according to mobile phone ownership. This difference is in favor of students who do not have mobile phones. There has been a statistically significant difference between the levels of digital game addiction in favor of the students who do not have mobile internet connection, but no significant difference has been found between the levels of violence tendency. There has been a statistically significant difference between non-dependent students in terms of violent tendency levels in terms of digital game addiction in monotetic and polythetic format. The level of violence tendency of non-dependent students is lower than that of dependent students. There has been a statistically significant difference between digital game addiction levels and violence tendency levels according to the duration of digital game play. This difference is in favor of students who play less time in a day. There has been a positive and moderate relationship between digital game addiction levels and violence tendency levels.

Highlights

  • The game is an activity taking place in every period of a person’s life

  • The aim of this study is to investigate the relationship between digital game addiction levels and violence tendency levels of high school students

  • Digital game addiction levels of high school students, findings related to violent tendency levels, the comparison of digital game addiction and violent tendency levels according to various variables, and the relationship between the levels of digital game addiction and violence tendency levels of high school students are given

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Summary

Introduction

The game is an activity taking place in every period of a person’s life. With the development of the internet and the easy accessibility of the devices used, people can play the same games in different places with the same rules in digital environment. With the development of technology, distorted urbanization and the decrease in playgrounds, children started to play games a virtual environment not in open spaces and in parks. Children are playing virtual games instead of playing traditional games (hide-and-seek, blind’s man buff, five stones, skittless, dodgeball, etc.).

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