The aim of the study is to examine the self-perceptions of elementary school sixth-, seventh- and eighth-grade students who are aged between 12 and 15 about computer game addiction. In the research, the game addiction scale was employed in order to determine students’ self-perceptions. The scale was administered to 1467 elementary school students. Of the participants students in the research, 16,8% described themselves as individuals experiencing problems in computer game addiction. On the other hand, it was determined that the factors of age and gender create significant differences in students’ self-perceptions, whereas the factors of socioeconomic level and grade level do not
The aim of this study was to investigate the digital game addiction levels of the high school studen...
Objective: This study was conducted to investigate the association between computer game addiction a...
The purpose of this study is to examine high school students' preferences, playing habits, expectati...
AbstractThe aim of the study is to examine the self-perceptions of elementary school sixth-, seventh...
The aim of the study is to examine the self-perceptions of elementary school sixth-, seventh- and ei...
Even though video games are generally appealing to adolescents, sometimes this can be an issue. In t...
Computer games have become one of the most important entertainment tools for children. Games have bo...
This study aims to investigate digital game addiction of high school students according to gender an...
Objective: Digital game addiction is a concern that threatens public health around the world, especi...
Background: Digital game addiction among adolescents is a growing problem. The purpose of this study...
The purpose of this study was to investigate the online game addiction (OGA) level and the risk fact...
Nowadays, the rapid rise in the digital game industry has led to a similar increase in children’s te...
The computer gaming addiction is one of the newer concepts that young generations face and can be de...
The aim of the present study was to develop a valid and reliable Videogame Addiction Scale for Child...
Objective: The purpose of the study was to determine the validity and reliability of the Turkish ver...
The aim of this study was to investigate the digital game addiction levels of the high school studen...
Objective: This study was conducted to investigate the association between computer game addiction a...
The purpose of this study is to examine high school students' preferences, playing habits, expectati...
AbstractThe aim of the study is to examine the self-perceptions of elementary school sixth-, seventh...
The aim of the study is to examine the self-perceptions of elementary school sixth-, seventh- and ei...
Even though video games are generally appealing to adolescents, sometimes this can be an issue. In t...
Computer games have become one of the most important entertainment tools for children. Games have bo...
This study aims to investigate digital game addiction of high school students according to gender an...
Objective: Digital game addiction is a concern that threatens public health around the world, especi...
Background: Digital game addiction among adolescents is a growing problem. The purpose of this study...
The purpose of this study was to investigate the online game addiction (OGA) level and the risk fact...
Nowadays, the rapid rise in the digital game industry has led to a similar increase in children’s te...
The computer gaming addiction is one of the newer concepts that young generations face and can be de...
The aim of the present study was to develop a valid and reliable Videogame Addiction Scale for Child...
Objective: The purpose of the study was to determine the validity and reliability of the Turkish ver...
The aim of this study was to investigate the digital game addiction levels of the high school studen...
Objective: This study was conducted to investigate the association between computer game addiction a...
The purpose of this study is to examine high school students' preferences, playing habits, expectati...