The relationship of digital gaming addiction with early incompatible schemes and self-community in university students
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Abstract (EN)
Introduction: In today's world, the internet and the devices developed connected to the internet have made life effortless in many ways, and have also caused some changes in human life. For example, games played in parks and gardens have been replaced by digital games played on the screen. This situation has increased the time spent on digital devices and the duration of playing digital games. It is known that playing digital games at a level that does not make you mentally and physically tired is beneficial on human psychology (Green and Bavelier 2003, Prot et al. 2014). Intense gaming often brings with it some negative consequences (loss of interest, functional disruptions, etc.). Despite these negative consequences, digital game addiction is in question in case of continued game play (Griffiths and Davies 2005, Ögel 2012, Young 2009). Objective: This study was conducted to investigate the prevalence of digital game addiction and to answer questions such as how and to what extent the level of addiction can be associated with early maladaptive schemas and self-compassion consistency levels in young people playing digital games. The data of 226 individuals, whose age range is between 18-27, studying at different universities in Turkey, form the basis of our study. The frequent observation of digital game addiction, especially in school-age children, can be associated with the decrease in the academic achievement level of these individuals, their negative social relations and deterioration in some sociodemographic characteristics. Seeing the above-mentioned situations further increased the curiosity of the researchers and led them to research. (Griffiths and Meredith 2009, Ko 2014, Wood 2008, Young 2009). In the research, a literature review was conducted in the field of digital games, digital game addiction, diagnostic criteria, measurement tools, self-compassion, early maladaptive schemas. At the same time, considering the family structure in Turkey, it is aimed to answer the questions about how the early maladaptive schemas developed by the students and the level of selfcompassion have an effect on digital game addiction. Method: In this study, "Personal Information Form" created by the researcher, Young Schema Scale (Soygüt, ark., 2009) to measure early maladaptive schemas of individuals, Digital Game Addiction Scale (Hazar and Hazar 2019) and selfcompassion scale to examine digital game addiction levels. The Self-Compassion Scale (Akın, Akın, and Abacı 2007) was used to examine the levels of selfcompassion. The sample of the study consists of 226 randomly selected university students between the ages of 18-27 in the population of Turkey. Results: Within the scope of the research, statistical analysis was conducted among 226 participants, 56.6% women and 43.4% men. The average age of the participants is 23 and the youngest age is 18, while the oldest participant is 27 years old. In the research, 145 of the participants stated that they played digital games. With whom do you live, addressed in the demographic form of the respondents? The answers given to the question, it is seen that the of those living with their families constitute . When the income level of the participants is examined, it is observed that the middle-income participants are the majority with a noticeable difference with 57.5%. It is observed that the majority of the participants have good (44.2%) and medium (41.2%) academic levels. It has been found that the most frequent digital game playing time is between 30-60 minutes and less than 30 minutes, and the least game playing time is between 2- 4 hours. It has been determined that the number of participants who prefer only their mobile phone to play digital games is the highest and the least preferred digital device is the tablet. However, within the scope of the game category question asked as the last question in the demographic survey, it is observed that action games are preferred the most and simulation games are preferred the least by the participants. The digital game addiction variable of the social isolation/insecurity variable was statistically positive; It was found that the self-judgment variable predicted negatively. It has been determined that the number of participants who prefer only their mobile phone to play digital games is the highest and the least preferred digital device is the tablet. However, within the scope of the game category question asked as the last question in the demographic survey, it is observed that action games are preferred the most and simulation games are preferred the least by the participants. The digital game addiction variable of the social isolation/insecurity variable was statistically positive; It was found that the self-judgment variable predicted negatively. It has been determined that the number of participants who prefer only their mobile phone to play digital games is the highest and the least preferred digital device is the tablet. However, within the scope of the game category question asked as the last question in the demographic survey, it is observed that action games are preferred the most and simulation games are preferred the least by the participants. The digital game addiction variable of the social isolation/insecurity variable was statistically positive; It was found that the selfjudgment variable predicted negatively. However, within the scope of the game category question asked as the last question in the demographic survey, it is observed that action games are preferred the most and simulation games are preferred the least by the participants. The digital game addiction variable of the social isolation/insecurity variable was statistically positive; It was found that the selfjudgment variable predicted negatively. However, within the scope of the game category question asked as the last question in the demographic survey, it is observed that action games are preferred the most and simulation games are preferred the least by the participants. The digital game addiction variable of the social isolation/insecurity variable was statistically positive; It was found that the selfjudgment variable predicted the digital game addiction variable negatively. Conclusion: According to the finding obtained from the Pearson Correlation analysis result of the research, the digital game addiction scale and social isolation/insecurity, imperfection, suppression of emotions, nesting/dependence, vulnerability to threats, failure, pessimism, self-sacrifice, punishment, high standards, approval-seeking were found to be premature. It was found that there was a significant correlation with the sub-dimensions of the term maladaptive schema. A statistically significant relationship was obtained from the Pearson Correlation analysis conducted between the digital game addiction scale and self-compassion scale components. When the level of selfcompassion and relationship with early maladaptive schemas are examined; emotional deprivation, social isolation/insecurity, imperfection, suppression of emotions, introversion, addiction, abandonment, vulnerability to threats, failure, pessimism, selfsacrifice, punishment, high standards, approval-seeking Young schema subscales and self-compassion scale were found to be negatively correlated. The digital game addiction and early maladaptive schema total scores of the men were higher than the women as the overall total score of the digital game addiction scale, and it was found that there was no difference between the self-compassion general total score and gender. It was found that there was a significant difference between the digital game addiction scale and the digital game playing variable. digital game addiction scale, Keywords: Game, Digital Game, Addiction, Digital Game Addiction, Early Maladaptive Schema, Self-Compassion
Author
Rahmi Taş
Institution
How to Cite
Rahmi Taş (Master Thesis). The relationship of digital gaming addiction with early incompatible schemes and self-community in university students, 2022, İstanbul Gelişim University.
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