The relationship between video game addiction, violence tendency, and impulsivity
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Abstract (EN)
The main purpose of this study is to examine the relationship between video game addiction, violence tendency and impulsivity. In addition, another aim of the research is to determine whether there are differences between video game addiction, violence tendency and impulsivity and demographic characteristics. The population of the research carried out within the scope of the relational screening model is adults between the ages of 18-30 and residing in Istanbul. The sample of the study consists of 100 people residing in Istanbul and between the ages of 18-30. Demographic Information Form, Violence Tendency Scale and Barratt Impulsivity Scale were used in the research in which the data were obtained by the questionnaire method, and the SPSS.21 program was used to analyze the obtained data. As a result of the correlation test conducted at the end of the study, it was seen that impulsivity also increased as digital game addiction increased. As a result of the regression analysis performed to determine whether digital game addiction predicts the change in impulsivity, it was found that digital game addiction does not predict the change in impulsivity (p>0.05). İt was seen that the participants were in the risk group in terms of digital game addiction. It was determined that the planning, motor impulsivity, attention impulsivity and total impulsivity level of the 18-20 age group were higher than the 20-22, 22-24, 24-26, 26-28 age group. No significant relationship was found between digital game addiction and violence tendency. Digital game addiction with planning (r = .278; p<0.05), motor impulsivity (r = .221; p<0.05), attention impulsivity (r = .303; p<0.05), and total impulsivity (r = .337; A positive and significant relationship was found between p<0.05). In the current study, it was observed that digital game addiction in women was significantly higher than in men. In the study, digital game addiction level of graduate graduates compared to high school, associate and undergraduate graduates; It was seen that those with associate degree and high school graduates were also significantly higher than those with undergraduate degrees. The digital game addiction level of the participants between the ages of 18-20 was compared to the participants between the ages of 24-26, 26-28 and 28-30; Participants aged 24-26 were significantly higher than those aged 28-30. It was observed that the violence tendencies of the participants were high. It was observed that the level of violence tendency in men was higher than in women, but the difference between the groups was not statistically significant. Although it was observed that the tendency to violence was higher in high school graduates and lower in postgraduate graduates, the difference between the groups was not found to be significant. Although it was determined that the tendency to violence was higher in the participants between the ages of 28-30 and lower in those between the ages of 24-26, it was seen that age did not cause a significant difference in the tendency of violence. It was determined that the level of impulsivity was above the average. It was seen that the planning and attention impulsivity levels of men were significantly higher than women. It was observed that the levels of planning impulsivity, motor impulsivity, attention impulsivity and total impulsivity of graduate graduates were significantly lower than those of high school, associate degree and undergraduate graduates.
Author
Hakan Dalkıran
Institution
How to Cite
Hakan Dalkıran (Master Thesis). The relationship between video game addiction, violence tendency, and impulsivity, 2022, İstanbul Gelişim University.
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