Investigation of the effect of active video games as electronic leisure activity on physical and psychosocial factors
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2020
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Advisor: Doç. Müge Akyıldız Munusturlar
Abstract (EN)
Although the concepts of technology and leisure time are frequently researched in the literature, studies in which these concepts are handled together are not very common. In this context, the aim of the study is to examine changes in the physical and psychosocial levels of individuals who play active video games with e-leisure activity. In the study used a pretest-posttest and control group mixed model. The study aged 18-40 22 male participants were included. In the research, the devices in the laboratory of Eskişehir Technical University Faculty of Sport Sciences were used to measure physical parameters. In order to measure psychosocial factors, scales with validity and reliability studies were conducted and proven psychometric qualities were used. Data were analyzed by SPSS package program. In the study, the mean scores of the difference scores of the two groups were used to compare the score averages of the experimental and control groups. If data of two independent groups has normal variance, it is analyzed by using Independent Groups t-Test. If data of two independent groups has not normal variance, it is analyzed by using Mann Whitney-U Test. On the other hand if data has normal variance, dependent samples t-Test is used in comparison of pretest-posttest scores of one group. As a result of the findings of this study, it was concluded that active video games do not affect static balance, dynamic balance and social problem solving, but improve reaction rate, increase subjective happiness level and increase mental well-being level.
Author
Günnur Hastürk
Institution
How to Cite
Günnur Hastürk (Master Thesis). Investigation of the effect of active video games as electronic leisure activity on physical and psychosocial factors, 2020, Anadolu University.
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