The Relationship Between the Digital Game Addiction Levels of Secondary and High School Students and Their Motivation for Participation in Physical Activity During the Pandemic Process
Journal: Education Quarterly Reviews (Vol.4, No. 4)Publication Date: 2021-12-30
Authors : Burçak KESKİN Burcu GÜVENDİ Bilal KARAKOÇ Selman KAYA Onat ÇETİN;
Page : 86-93
Keywords : Digital Game Addiction; Physical Activity; Pandemic;
Abstract
This study aims to determine the relationship between the digital game addiction levels of secondary and high school students and their motivation for participation in physical activity during the pandemic process. the study participants include a total of 322 students, 227 males, and 95 females, aged between 11 and 18. the game addiction scale for adolescents and the motivation scale for participation in physical activity were used as data collection tools in the study. in the statistical method of the study, descriptive statistics (frequency, arithmetic mean, standard deviation), t-test, one-way analysis of variance (ANOVA), Tukey multiple comparisons, and Pearson correlation tests were used. In the research findings, it has been determined that there is a negative and low-level significant relationship between the individual reasons and causelessness sub-dimensions of the motivation scale for participation in physical activity and digital game addiction. there was a significant difference in the game addiction scale and sub-dimensions of the motivation for participation in physical activity according to the duration of digital gaming of the students and their education levels. A significant difference was determined in the motivation scale for participation in physical activity according to the branch variable, and in the scale of game addiction according to the situation of the parents' setting limits on the duration of digital gaming. A significant difference was not found in either scale according to gender. As a result, it was observed that the more the motivation for participation in physical activity, the lower the digital game addiction.
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