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Examination of the relationship between digital game addiction and forms of expressing anger in adolescents

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2018
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Abstract (EN)

Game addiction is one of the problems we face frequently today. One of the reasons for this is that young people's game conception changes. The children who play ball on the streets in advance, the phone, the computer etc. When they want with the tools they can play different games with the people they want. Sometimes they can play games that are too violent. The daily lives of the individuals affected by these games can be affected in the negative direction. This negativity can lead to more troublesome passing of teenage days, which are already mostly stormy. n this research, it is aimed to investigate the relationship between adolescents' digital game addiction and their expression of anger. The research community formed 558 adolescents who read Gülten Özaydın Multi-Programmed Anatolian High School, located in the Küçükçekmece district of Istanbul in 2017-2018. The sample of the study consists of 300 students who are studying in the Gülten Özaydın Multi-Programmed Anatolian High School according to a certain sample of the universe. he "Personal Information Form" prepared by the researcher was given to the sample group in order to determine whether the result of the relationship changed according to socio-demographic variables such as sex, classes of the individuals. "Digital Game Addiction Scale (DOBÖ-7)" adapted to Turkish with the validity and reliability studies of Irmak and Erdoğan (2014) in order to determine the level of digital game addiction of the XII adolescents; "Continuous Anger and Anger Style Scale" adapted to Turkish by Özer (1994) was used to measure anger feelings and expression styles. SPSS 21.0 statistical package program was used for the analyzes. Descriptive analysis of data in the analyzes, numbers and percentages for categorical variables, mean and standard deviation values for numerical variables were used. The normal distribution of the data was evaluated by examining the skewness, Kurtosis values, normality tests (Kolmogorov-Smirnov) mean and standard deviation values (change coefficient), histogram graphs. Chi-square test was used to compare categorical data. The Mann Whitney U test, a nonparametric test, was used to compare the continuous variables of the independent two groups, and the Kruskal Wallis test, a nonparametric test, was used because the normal distribution conditions were not met when comparing continuous variables of more than two independent groups. In the Kruskall-Wallis test, the Mann-Whitney U test was applied in binary comparisons to determine the group of differences. The Spearman correlation technique was used to solve the interme- diate relations. The findings were evaluated in 95% confidence interval and 5% significance level. In the study, there was a low positive relationship between adolescents' digital game addiction levels and angry outburst sub-dimension. The adolescents' digital game addiction levels were found to change according to sex, class, mother education level. The level of adolescents' digital game addiction; the level of education of the father, the computer at home, the Internet at home, the time spent on the internet did not significantly differ. When the researchers investigated whether the anger and anger expression patterns of adolescents were changed to independent variables, it was found that the anger expression styles differed according to the gender of the adolescents, the class, the internet presence / absence at home and the time spent on the internet. It has been found that the forms of expression of anger and anger in adolescents do not differ significantly in terms of mother education level, father education level, and computer at home.

Author

Gizem Çakıcı

How to Cite

Gizem Çakıcı (Master Thesis). Examination of the relationship between digital game addiction and forms of expressing anger in adolescents, 2018, Haliç University.

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