Bu çalışma, yazar, yayın, anahtar kelime, dergi, ülke, üniversite, yayın ve atıf sayısı gibi değişkenler dikkate alınarak ortak yazarlık, bibliyografik eşleşme, birlikte çalışma ve atıf analizleri ile oyun bağımlılığı, davranış problemleri ve akademik performans alanındaki araştırma eğilimini ortaya koymayı amaçlamaktadır. Bibliyometrik analiz için VOSviewer yazılımı kullanılmıştır. Bibliyometrik analiz sonucunda oyun bağımlılığı, davranış problemleri ve akademik performans alanında yapılan çalışmalar açısından en etkili ülkelerin ABD, İngiltere ve Avustralya olduğu belirlenmiştir. Anahtar kelime eş oluşum analizine göre oyun bağımlılığı ve davranış bozukluğu alanında internet oyun bağımlılığı, internet bağımlılığı, akıllı telefon bağımlılığı, video oyun bağımlılığı, bağımlılık ve oyun oynama bozukluğu gibi anahtar kelimelerin öne çıktığı görülmektedir. Sonuçlar oyun bağımlılığı, davranış problemleri ve akademik performansla ilgili araştırmalarının güncel gelişmeler odağında ele alındığını göstermektedir. Bu araştırma üçüncü yazarın yüksek lisans tezi kapsamında üretilmiştir.
Over the last decades, research into digital game addiction has grown increasingly. The present research aimed to examine the relationship between digital game addiction, and academic achievement of high school students. In addition, digital game addiction was examined in terms of some demographic variables of high school students. The research was designed according to the correlational research design, one of the quantitative research method. The participants of the research consisted of 928 students studying in the central district of Elazig. For data collection, two different questionnaires were administered to the participants. The first of these was to determine some demographic characteristics (gender, socio-economic level, grade point average, etc.) of the participants. The other was the digital game addiction scale. The results of the study show that there is a negative significant correlation between digital game addiction and academic achievement. Moreover, it was determined that digital game addictions of high school students significantly negatively predicted their academic achievement. In addition, it was determined that digital game addiction differed significantly according to gender, class level, perceived income level and school type. Although the results of the study cannot demonstrate a causal relationship between digital game addiction and academic achievement, playing more digital games suggests that less time is spent on academic work. Some limitations and recommendations for future research are discussed.
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