The aim of this research was to determine the factors that may prevent high school students from participating in recreational activities and to investigate whether these factors differ within the scope of various variables. This study consisted of 1459 (681 women and 778 men) student volunteers who are educated to high school level. The easy sampling method was preferred in the present study. The face-to-face survey method was used to collect the data. The "Leisure Constraints Scale" developed by Alexandris and Carroll (1997) and adapted to Turkish by Gürbüz, Öncü, and Emir (2012) was used to determine the factors that might prevent individuals from participating in leisure activities. The data obtained for the research were first transferred to a computer and then analyzed by the SPSS program. The error margin level in the study was taken as p < 0.05. The Cronbach alpha of the study was found to be 0.91. As a result, it was found that women participated in leisure activities more than men. It was also observed that the participants met with more leisure constraints in Turkey's eastern regions.
The aim of this study was to investigate the digital game addiction levels of the high school students, according to some variables such as sports participation, gender, place of accommodation and level of income. The sample group comprises 931 high school students (508, %54,6 female and 423, %45,4 male) from several villages, districts and Kutahya city center (a town in the west part of Turkey with the population of 325.000). They participated to the study voluntarily. In addition to personal information from prepared by the researcher, the game addiction scale developed by Lemmens et al. (2009) and adapted to Turkish by Irmak and Erdogan (2015) was used as a data gathering tool. It is a five point Likert type scale and has one factor and seven items. In order to evaluate the results the descriptive statistical methods (percentage (%), frequency (f) and t-test, one-way ANOVA) were used. As a result, the significant difference was determined regarding digital game addiction [t (931)=-3,76; p=0,00] between the students who participate to the sports activities and who do not. So, the non-participant students found more game addicted. According to the gender, male students were determined more addicted than females [t (931)=9,45; p=0,00]. No significant difference was determined in terms of the place where the students lived (p=0,56, p>0,05). Finally, the significant difference was determined in terms of the income levels, [f (931)=3,07; p=0,01] on behalf of the students who had good income level. They found more addicted.
The aim of this study was to examine the loneliness levels of students at the middle school level and their digitalgame addictions in terms of various variables. The study group consisted of 404 volunteer students in 5th-8th gradein Kutahya, Turkey. As data collection tools, "Digital Game Addiction Scale", developed by Lemmens et al. (2009)and "UCLA Loneliness Scale" developed by Russell et al. (1980) were used. The SPSS package program was usedfor the analysis of the data. According to research findings, it was found that there was a statistically significantdifference between the levels of digital game addiction and loneliness according to participation status to sportsactivities (p<0,05). Moreover, it was found that the levels of both loneliness and digital game addiction of theparticipants to sports activity were lower than non-participating. When gender and age variables were examined, itwas determined that there was a statistically significant difference between digital game addiction, gender, and age(p<0,05), whereas there was no statistically difference between loneliness level and both variables (p>0,05). Inaddition, it was determined that there were a moderate level and positive relationship between the level of lonelinessand digital game addiction of middle school students.
Aim: The recent pandemic has spread all over the world and has become a common global problem. Pandemics leave significant marks on the memories. Going beyond a cause of disease or death, they can have consequences in many aspects; social, physical, and psychological. Aim of this study is to investigate the impact of the pandemic period on students’ loneliness and digital game addiction levels. Methods: The study group consisted of 398 volunteer 5th-8th grade students from Altın Vuruş Karate Center and Defne Middle School in Hatay, Turkey. As data collection tools, "Digital Game Addiction Scale" developed by Lemmens et al. (2009), and "UCLA Loneliness Scale" developed by Russell et al. (1980) were used. The SPSS program was used for the analysis of the data. Results: According to research findings, it was found that there was a statistically low positive correlation between digital game addiction and loneliness (p=0.002, r=0.155). The game addiction and loneliness level of students increased during the Covid-19 pandemic (p<0, 05). As the age of students increases their level of addiction also increases (p<0.05). Conclusion: Being a licensed athlete didn't have significant effect on the game addiction level of students during the Covid-19 period (p>0, 05), however they felt more lonely during the period (p<0.05). Keywords: COVID-19 Process; Game Addiction; Loneliness; Students; Sport
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