E-spor, oyuncularının dijital oyun bağımlılığı ve serbest zaman tatmin düzeylerinin incelenmesi
Küçük Resim Yok
Tarih
2024
Yazarlar
Dergi Başlığı
Dergi ISSN
Cilt Başlığı
Yayıncı
İnönü Üniversitesi
Erişim Hakkı
info:eu-repo/semantics/openAccess
Özet
Amaç: Bu araştırmanın amacı e-spor oyuncularının dijital oyun bağımlılığı ile dijital oyun bağımlığına bağlı olarak serbest zaman tatmin düzeylerinin belirlenmesidir. Materyal Metod: Araştırmanın evrenini Türkiye'de e-spor branşını lisanslı ve faal olarak devam ettiren 2015 e- sporcu oluştururken, örneklem grubunu yine Türkiye geneli 377 e-spor oyuncusu gönüllü olarak katılmıştır. Araştırma da veri toplama aracı "Dijital Oyun Bağımlılığı Ölçeği" ile "Serbest Zaman Tatmin Ölçek" formu kullanılmıştır. Verilerin analizinde SPSS istatistik paket programı kullanılmıştır. Anlamlılık p<0,05 olarak kabul edilmiştir. Bulgular: Araştırma grubundaki erkek sporcuların kadın sporculara göre serbest zaman tatmin düzeyleri ile dijital oyun bağımlılıkları düzeylerinin daha yüksek olduğu, yirmi yaşındaki e-spor oyuncularının diğer yaş gruplarındaki sporculara göre serbest zaman ölçeği puan ortalamalarının daha yüksek olduğu, 1-3 spor yapma yılına sahip sporcuların diğer gruplardaki sporculara göre dijital bağımlılık puan ortalamalarının daha yüksek olduğu görülmüştür. Katılımcıların gelir durumuna göre 1001-3000 TL gelir düzeyine sahip katılımcıların diğer gruplarda yer katılımcılara göre serbest zaman ölçeği puan ortalamalarının daha yüksek olduğu, 3001-5000 TL gelir durumuna sahip sporcuların diğer gruplarda yer alan sporculara göre dijital bağımlılık puan ortalamalarının daha yüksek olduğu görülmüştür. Sonuç olarak; araştırma grubunda yer alan e-spor oyuncularının serbest zaman tatmin düzeylerinin orta düzeyde, dijital oyun bağımlılıklarının düşük düzeyde olduğu, serbest zaman ölçeği ile alt boyutları arasında orta düzeyde pozitif yönde bir ilişki olduğu görülmüştür. Anahtar Kelimeler: E-Spor, Dijital Oyun Bağımlılığı, Serbest Zaman Tatmini.
Purpose: The aim of this research is to determine the digital game addiction of e-sports players and their free time satisfaction levels depending on digital game addiction. Material Method: While the population of the research consists of 2015 e-athletes who are licensed and active in the e-sports branch in Turkey, 377 e-sports players from across Turkey voluntarily participated in the sample group. In the research, data collection tools "Digital Game Addiction Scale" and "Leisure Time Satisfaction Scale" form were used. SPSS statistical package program was used to analyze the data. Significance was accepted as p<0.05. Findings: Male athletes in the research group had higher leisure time satisfaction levels and digital game addiction levels than female athletes, twenty-year-old e-sports players had higher leisure time scale score averages than athletes in other age groups, athletes with 1-3 years of playing sports had higher mean scores. It was observed that the average digital addiction scores were higher than the athletes in other groups. According to the income level of the participants, it was observed that the average scores of the leisure scale of the participants with an income level of 1001-3000 TL were higher than the participants in other groups, and the average digital addiction scores of the athletes with an income level of 3001-5000 TL were higher than the athletes in other groups. In conclusion; It was observed that the leisure time satisfaction levels of the e-sports players in the research group were at a medium level, their digital game addiction was at a low level, and there was a moderate positive relationship between the leisure time scale and its sub-dimensions. Key Words: E-Sports, Digital Game Addiction, Leisure Time Satisfaction.
Purpose: The aim of this research is to determine the digital game addiction of e-sports players and their free time satisfaction levels depending on digital game addiction. Material Method: While the population of the research consists of 2015 e-athletes who are licensed and active in the e-sports branch in Turkey, 377 e-sports players from across Turkey voluntarily participated in the sample group. In the research, data collection tools "Digital Game Addiction Scale" and "Leisure Time Satisfaction Scale" form were used. SPSS statistical package program was used to analyze the data. Significance was accepted as p<0.05. Findings: Male athletes in the research group had higher leisure time satisfaction levels and digital game addiction levels than female athletes, twenty-year-old e-sports players had higher leisure time scale score averages than athletes in other age groups, athletes with 1-3 years of playing sports had higher mean scores. It was observed that the average digital addiction scores were higher than the athletes in other groups. According to the income level of the participants, it was observed that the average scores of the leisure scale of the participants with an income level of 1001-3000 TL were higher than the participants in other groups, and the average digital addiction scores of the athletes with an income level of 3001-5000 TL were higher than the athletes in other groups. In conclusion; It was observed that the leisure time satisfaction levels of the e-sports players in the research group were at a medium level, their digital game addiction was at a low level, and there was a moderate positive relationship between the leisure time scale and its sub-dimensions. Key Words: E-Sports, Digital Game Addiction, Leisure Time Satisfaction.
Açıklama
Anahtar Kelimeler
Spor, Sports