Addiction levels of individuals playing sports in generation X, Y, Z: Relationship between technology use and digital game addiction
Is this your thesis?
This record came from a bulk archive import. If it’s yours, link it to your profile.
Abstract (EN)
In this study, in Generation X (1961-1980) in Bitlis province; In generation Y (1981-2000); It was aimed to examine the technology use and digital game addiction levels of individuals born in Generation Z (after 2001) in terms of different variables. The sample size that can represent the study population of the research consists of 351 individuals determined by the convenience sampling method, taking into account the error amount of 0.05 within the 95% confidence interval. The sample group of the research; It consists of a total of 351 participants in Bitlis province, 201 of whom are women (%57.3) and 150 of whom are men (%42.7), people from Generation X (117), Generation Y (117) and Generation Z (177). In the research, the relational screening model, one of the quantitative research methods, was used. "Personal Information Form", "Technology Addiction Scale" and "Digital Game Addiction Scale" were used as data collection tools. In the analysis of the data collected in accordance with the purpose of the research, descriptive statistics such as frequency, percentage distribution, arithmetic mean, mode, median were used through the SPSS-22 package program; Pearson Correlation test and Multiple Regression Analysis Enter method were used to examine the relationship between the two scales. In conclusion, statistically significant differences were observed in the average scores of individuals from Generation X, Y, and Z in terms of their levels of digital gaming addiction and technology addiction, as well as their sub-dimensions, based on the variables of gender, generation (birth year), perceived economic status, regular exercise habits, and digital gaming habits. However, no statistically significant differences were found in the average scores of individuals from Generation X, Y, and Z in terms of their levels of digital gaming addiction and technology addiction, as well as their sub-dimensions, based on the variables of education level, daily digital gaming duration, and harmful habits. In addition, according to the correlation results between the Generations (year of birth) variable and the mean scores obtained from the Digital Game Addiction Scale and Technology Addiction Scale and their sub-dimensions, a statistically significant relationship was determined. In this context, it has been found that the Digital Gaming Addiction Scale and Technology Addiction Scale, as well as their sub-dimensions, positively and to a low degree significantly predict the X, Y, and Z generation.
Author
İbrahim Halil Akboz
How to Cite
İbrahim Halil Akboz (Master Thesis). Addiction levels of individuals playing sports in generation X, Y, Z: Relationship between technology use and digital game addiction, 2024, Bitlis Eren University.
Keywords
License
Tüm Hakları Saklıdır
This work is shared under the specified license terms.
More theses from Bitlis Eren University
- Determination of radon levels in some medicine and aromatic plants growing in Bitlis(2016)
- The ingratitude of the Israelites and Kiptians in the story of prophet Moses(2025)
- Mubhamatu'l-Qur'an in Tabari's tafsir(2025)
- Rumelian Hurufat Register numbered 1223 in Directorate General of Foundations Archive analysis and transcription (134-273)(2021)
- Establishment of a fanet communication network for swarm unmanned aerial vehicles(2023)
- Exclusion practices of families with mentally disabled persons: The example of Bitlis province(2025)
