Araştırma Makalesi
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PHONE AND GAME ADDICTION: SCALE ANALYSIS, THE STARTING AGE AND ITS RELATIONSHIP WITH ACADEMIC SUCCESS

Yıl 2018, Cilt: 9 Sayı: 21, 1 - 13, 29.07.2018
https://doi.org/10.21076/vizyoner.431446

Öz

This
study has three goals. Those are; to investigate i. the relationship between
starting age of digital games and age of using (having) a phone, and phone and
game addiction, ii. the impact of game and phone addiction on academic success
and iii. the validity and reliability of the developed phone and game addiction
scales. In order to achieve these goals, data is collected from 446 university
students by utilizing a standard questionnaire. As a result of the exploratory
and confirmatory factor analysis carried out, it is seen that the scale of the
game addiction has two dimensions (desire and ambition), the scale of phone
addiction has four dimensions (internet, deprivation, communication and
freedom), and both scales are valid and reliable. Results of the structural
equation analysis reveal that there is a strong negative relationship between
the age of starting to play games and using (having) a phone, and the game and
phone addiction. It is also determined that as the starting age of playing digital
game decreases, the level of addiction increases. Although the effect of phone
addiction on academic success (duration of studying and overall academic
average) is relatively low in comparison with the game addiction, both have
statistically negative effects. It is also found in the study that the game
addiction has a partial mediation effect between phone addiction and academic
success.

Kaynakça

  • Akıllı, G.K. ve Gezgin D.M. (2016). “Üniversite Öğrencilerinin Nomofobi Düzeyleri İle Farklı Davranış Örüntülerinin Arasındaki İlişkilerin İncelenmesi”, Mehmet Akif Ersoy Üniversitesi Eğitim Fakültesi Dergisi, 40, 51-69.
  • Anand, V. (2007). “A Study of Time Management: The Correlation between Video Game Usage and Academic Performance Markers” CyberPsychology and Behavior, 10(4), 552-559.
  • Anderson, C.A. and Dill, K.E. (2000). “Video Games and Aggressive Thoughts, Feelings and Behavior in the Laboratory and Life”, Journal of Personality and Social Psychology, 78(4), 772–790.
  • Ankara Kalkınma Ajansı (2016). Dijital Oyun Sektörü, http://www.ankaraka.org.tr/tr/ dijital-oyun-sektoru-raporu_3414.html.
  • Ben-Yehuda, L., Greenberg, L. and Weinstein, A. (2016). “Internet Addiction by Using the Smartphone-Relationships Between Internet Addiction, Frequency Of Smartphone Use and the State of Mind of Male and Female Students”, Journal of Reward Deficiency Syndrome and Addiction Science, 2(1), 22-27.
  • Bianchi, A. and Phillips, J.G. (2005). “Psychological Predictors of Problem Mobile Phone Use”, CyberPsychology and Behavior, 8(1), 39-51.
  • Borzekowski, D.L. and Robinson, T.N. (2005). “The Remote, the Mouse, and the No. 2 pencil: the Household Media Environment and Academic Achievement among Third Grade Students”, Archives of Pediatrics and Adolescent Medicine, 159(7), 607-613.
  • Boulianne, S. (2015). “Social Media Use and Participation: A Meta-Analysis of Current Research”, Information, Communication and Society, 18(5), 524-538.
  • Chong, V.K. and Rundus, M.J. (2004). “Total Quality Management, Market Competition and Organizational Performance”, the British Accounting Review, 36(2), 155-172.
  • Deloitte (2017). Dijitalleşen Hayatımızda Mobil Teknolojilerin Yeri, Deloitte Global Mobil Kullanıcı Anketi, https://www2.deloitte.com/content/dam/Deloitte/tr/Documents/technology-media-telecommunications/deloitte_ gmcs_2017.pdf.
  • Demirer, Ö. ve Bülbül, H. (2014). “Kamu ve Özel Hastanelerde Hizmet Kalitesi, Hasta Tatmini ve Tercihi Arasındaki İlişki: Karşılaştırmalı Bir Analiz”, Amme İdaresi Dergisi, 47(2), 95–119.
  • Dijital Oyunlar Raporu (2017). www.guvenliweb.org.tr/dosya/82MsL.pdf/indir.
  • Drummond, A. and Sauer, J.D. (2014). “Video-Games Do Not Negatively Impact Adolescent Academic Performance In Science, Mathematics or Reading”, PloS one, 9(4).
  • Elmas, O., Kete, S., Hızlısoy, S.S. ve Kumral, H.N., (2015). “Teknolojik Cihaz Kullanım Alışkanlıklarının Okul Başarısı Üzerine Etkisi”, SDÜ Sağlık Bilimleri Enstitüsü Dergisi, 6(2), 49-54.
  • Erdem, H., Türen, U. ve Kalkın, G. (2016). “Üniversite Öğrencilerinde Mobil Telefon Yoksunluğu Korkusunun (Nomofobi) Akademik Başarıya Etkisi”, Süleyman Demirel Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi, 21(3), 923-936.
  • Erdem, H., Türen, U. ve Kalkın, G. (2017). “Mobil Telefon Yoksunluğu Korkusu (Nomofobi) Yayılımı: Türkiye’den Üniversite Öğrencileri ve Kamu Çalışanları Örneklemi”, Bilişim Teknolojileri Dergisi, 10(1), 1-11.
  • Fornell, C. and Larcker, D.F. (1981). Evaluating Structural Equation Models with Unobservable Variables and Measurement Error”, Journal of Marketing Research, 18(1), 39-50.
  • Fung, A. (2017). The Impact of the Rise of Mobile Games on the Creativity and Structure of the Games Industry in China”, Mobile Gaming in Asia, Springer, 91-103.
  • Goswami, V. and Singh, D.R. (2016). “Impact of Mobile Phone Addiction on Adolescent’s Life: A Literature Review”, International Journal of Home Science, 2(1), 69–74.
  • Haberturk (2018). O Ülkede Cep Telefonu Yasağı, http://www.haberturk.com/tv/dunya-hali/haber/1991557-fransa-da-yeni-uygulama-universiteye-kadar-cep-telefonu-yasak.
  • Hair, J.F., Anderson, R.E., Tatham, R.L. and Black, W.C. (1998). Multivariate Data Analysis, Englewood Cliffs, NJ: Prentice-Hall.
  • Hair, J.F., Hult, G.T.M., Ringle, C. and Sarstedt, M. (2014). A Primer on Partial Least Squares Structural Equation Modeling (PLS-SEM). Sage Publications.
  • Hazar, Z. ve Hazar, M. (2017). “Çocuklar İçin Dijital Oyun Bağımlılığı Ölçeği”, Journal of Human Sciences, 14 (1), 203-216.
  • Holmgren, J. (2016). Addiction to Smartphone Games: Using Smartphone Game Components to Create an Addiction, Master thesis, Sweden.
  • Horzum, M.B., Tuncay, A. ve Balta, Ö.Ç. (2008). “Çocuklar İçin Bilgisayar Oyun Bağımlılığı Ölçeği”, Türk Psikolojik Danışma ve Rehberlik Dergisi, 3(30), 76-88.
  • Hoyle, R. (1995). Structural Equation Modeling: Concepts, Issues and Applications, London: Sage Publication Inc.
  • Hussain, Z., Williams, G.A. and Griffiths. M.D. (2015). “An Exploratory Study of the Association between Online Gaming Addiction and Enjoyment Motivations for Playing Massively Multiplayer Online Role - Playing Games”, Computers in Human Behavior, 50, 221-230.
  • Irmak, A.Y. ve Erdoğan, S. (2015a). “Ergen ve Genç Erişkinlerde Dijital Oyun Bağımlılığı: Genel Bir Bakış”, Türk Psikiyatri Dergisi, 26, 1-11.
  • Irmak, A.Y. ve Erdoğan, S. (2015b). “Dijital Oyun Bağımlılığı Ölçeği Türkçe Formunun Geçerliliği Ve Güvenilirliği”, Anadolu Psikiyatri Dergisi, 16(1), 10-18.
  • Jacobsen, W.C. and Forste, R. (2011). “The Wired Generation: Academic and Social Outcomes of Electronic Media Use Among University Students”, Cyberpsychology, Behavior and Social Networking, 14(5), 275-280.
  • Jonsson, P. (2000). “An Empirical Taxonomy of Advanced Manufacturing Technology”. International Journal of Operations and Production Management, 20(12), 1446– 1474.
  • Kuss, D.J., Van Rooij, A.J., Shorter, G.W., Griffiths, M.D. and Mheen van de D. (2013). “Internet Addiction in Adolescents: Prevalence and Risk Factors”, Computers in Human Behavior, 29(5), 1987-1996.
  • Kuyucu, M. (2017). “Gençlerde Akıllı Telefon Kullanımı ve Akıllı Telefon Bağımlılığı Sorunsalı: Akıllı Telefon (Kolik) Üniversite Gençliği”, Global Media Journal TR Edition, 7(14), 328-359.
  • Kwon, M., Lee, J.Y., Won, W.Y., Park, J.W., Min, J.A., Hahn, C., Gu, X., Choi, J.H., and Kim, D.J. (2013). Development and Validation of a Smartphone Addiction Scale (SAS)”, PloS one, 8(2), 1-7.
  • Lemmens, J.S., Valkenburg, P.M. and Peter, J. (2009). “Development and Validation of a Game Addiction Scale for Adolescents”. Media Psychology, 12(1), 77-95.
  • Nunnally, J.C. (1978). Psychometric Theory, New York: McGraw-Hill.
  • Özkoçak, Y. (2016). “Türkiye’de Akıllı Telefon Kullanıcılarının Oyalanma Amaçlı Tercih Ettikleri Mobil Uygulamalar”, Global Media Journal: Turkish Edition, 6(12), 106-130.
  • Park, I.K. and Shin, D.H. (2010). “Using the Uses and Gratifications Theory to Understand the Usage and the Gratifications of Smartphones”, Journal of Communication Science, 10(4), 192–225.
  • Ravichandran, T. and Rai, A. (1999). “Total Quality Management in Information Systems Development: Key Constructs and Relationships”, Journal of Management Information Systems, 16(3), 119-155.
  • Roe, K. and Muijs, D. (1998). “Children and Computer Games: A Profile of the Heavy User”, European Journal of Communication, 13(2), 181-200.
  • Sekeran, U. (1992). Research Methods for Business, a Skill Building Approach, John Wiley & Sons Inc.
  • Seo, M., Kang, H.S., and Yom, Y.H. (2009). “Internet Addiction and Interpersonal Problems in Korean Adolescents”, CIN: Computers, Informatics, Nursing, 27, 226–233.
  • Sharif, I. and Sargent, J.D. (2006). “Association between Television, Movie and Video Game Exposure and School Performance”, Pediatrics, 118(4), 1061-1070.
  • Sung, D.K. and Choi, Y.K. (2002). “The Difference of Using Pattern According to the Mobile Phone User Group’s Characters”, Korean Journal of Journalism and Communication Studies, 46, 153-190.
  • Terry, M., Malik, A., Sinclair, D., Fines, C. and Terry, S. (2014). “Factors That Affect Academic Performance in Grade Nine: Focus on Video Games”, International Journal of Humanities and Social Science, 4(10), 1-15.
  • Wang, C.W., Ho, R.T., Chan, C.L. and Tse, S. (2015). “Exploring Personality Characteristics of Chinese Adolescents with Internet-Related Addictive Behaviors: Trait Differences for Gaming Addiction and Social Networking Addiction”, Addictive Behaviors, 42, 32-35.
  • WCP (2016). Game Industry Overview, http://www.woodsidecap.com/wp-content/uploads/ 2016/12/WCP-Gaming-Industry-Overview-2016.pdf.
  • Wright, J. (2011). “The Effects of Video Game Play on Academic Performance”, Modern Psychological Studies, 17(1), 37-44.
  • Yıldırım, C., Sumuer E., Adnan, M. and Yıldırım, S. (2015). “A growing Fear: Prevalence of Nomophobia among Turkish College Students”, Information Development, 32(5), 1322-1331.
  • Young, K. (2017). Internet Addiction Test (IAT) by Dr. Kimberly Young. http://www.psylegal.com.au/Awur/wp-ontent/uploads/2016/03/GLOBALADDICTION- Scales-InternetAddictionTest.pdf.

TELEFON VE OYUN BAĞIMLILIĞI: ÖLÇEK İNCELEMESİ, BAŞLAMA YAŞI VE BAŞARIYLA İLİŞKİSİ

Yıl 2018, Cilt: 9 Sayı: 21, 1 - 13, 29.07.2018
https://doi.org/10.21076/vizyoner.431446

Öz



Bu çalışmanın üç amacı
vardır. Bunlar: i. dijital oyun oynamaya ve telefon kullanmaya başlama (sahip
olma) yaşının telefon ve oyun bağımlılığı ile ilişkisinin, ii. oyun ve telefon bağımlılığının
akademik başarıya etkisinin ve iii. hazırlanan telefon ve oyun bağımlılığı
ölçeklerinin geçerlilik ve güvenilirliğinin incelenmesidir. Bu amaçlara ulaşmak
için standart bir anket formu yardımıyla 446 üniversite öğrencisinden toplanan
veriler kullanılmıştır. Yürütülen keşifsel ve doğrulayıcı faktör analizi
sonucunda, oyun bağımlılığının iki boyuttan (istek ve hırs) ve telefon
bağımlılığının dört boyuttan (internet, yoksunluk, iletişim ve özgürlük)
oluştuğu, ölçeklerin geçerli ve güvenilir olduğu görülmüştür. Yapısal eşitlik
analizi sonuçları, oyuna başlama ve telefon kullanmaya (sahip olma) başlama yaşı
ile oyun ve telefon bağımlılığı arasında güçlü negatif bir ilişki bulunduğunu, başlama
yaşı küçüldükçe bağımlılık düzeylerinin yükseldiğini ortaya koymuştur. Telefon
bağımlılığının akademik başarıya (ders çalışma süresi ve genel akademik ortalama)
etkisi oyun bağımlılığına kıyasla göreli düşük olsa da her ikisinin de
istatistiksel bakımdan negatif etkisi bulunduğu belirlenmiştir. Telefon
bağımlılığı ile akademik başarı arasında oyun bağımlılığının kısmi aracılık
etkisi de çalışmada tespit edilmiştir.

Kaynakça

  • Akıllı, G.K. ve Gezgin D.M. (2016). “Üniversite Öğrencilerinin Nomofobi Düzeyleri İle Farklı Davranış Örüntülerinin Arasındaki İlişkilerin İncelenmesi”, Mehmet Akif Ersoy Üniversitesi Eğitim Fakültesi Dergisi, 40, 51-69.
  • Anand, V. (2007). “A Study of Time Management: The Correlation between Video Game Usage and Academic Performance Markers” CyberPsychology and Behavior, 10(4), 552-559.
  • Anderson, C.A. and Dill, K.E. (2000). “Video Games and Aggressive Thoughts, Feelings and Behavior in the Laboratory and Life”, Journal of Personality and Social Psychology, 78(4), 772–790.
  • Ankara Kalkınma Ajansı (2016). Dijital Oyun Sektörü, http://www.ankaraka.org.tr/tr/ dijital-oyun-sektoru-raporu_3414.html.
  • Ben-Yehuda, L., Greenberg, L. and Weinstein, A. (2016). “Internet Addiction by Using the Smartphone-Relationships Between Internet Addiction, Frequency Of Smartphone Use and the State of Mind of Male and Female Students”, Journal of Reward Deficiency Syndrome and Addiction Science, 2(1), 22-27.
  • Bianchi, A. and Phillips, J.G. (2005). “Psychological Predictors of Problem Mobile Phone Use”, CyberPsychology and Behavior, 8(1), 39-51.
  • Borzekowski, D.L. and Robinson, T.N. (2005). “The Remote, the Mouse, and the No. 2 pencil: the Household Media Environment and Academic Achievement among Third Grade Students”, Archives of Pediatrics and Adolescent Medicine, 159(7), 607-613.
  • Boulianne, S. (2015). “Social Media Use and Participation: A Meta-Analysis of Current Research”, Information, Communication and Society, 18(5), 524-538.
  • Chong, V.K. and Rundus, M.J. (2004). “Total Quality Management, Market Competition and Organizational Performance”, the British Accounting Review, 36(2), 155-172.
  • Deloitte (2017). Dijitalleşen Hayatımızda Mobil Teknolojilerin Yeri, Deloitte Global Mobil Kullanıcı Anketi, https://www2.deloitte.com/content/dam/Deloitte/tr/Documents/technology-media-telecommunications/deloitte_ gmcs_2017.pdf.
  • Demirer, Ö. ve Bülbül, H. (2014). “Kamu ve Özel Hastanelerde Hizmet Kalitesi, Hasta Tatmini ve Tercihi Arasındaki İlişki: Karşılaştırmalı Bir Analiz”, Amme İdaresi Dergisi, 47(2), 95–119.
  • Dijital Oyunlar Raporu (2017). www.guvenliweb.org.tr/dosya/82MsL.pdf/indir.
  • Drummond, A. and Sauer, J.D. (2014). “Video-Games Do Not Negatively Impact Adolescent Academic Performance In Science, Mathematics or Reading”, PloS one, 9(4).
  • Elmas, O., Kete, S., Hızlısoy, S.S. ve Kumral, H.N., (2015). “Teknolojik Cihaz Kullanım Alışkanlıklarının Okul Başarısı Üzerine Etkisi”, SDÜ Sağlık Bilimleri Enstitüsü Dergisi, 6(2), 49-54.
  • Erdem, H., Türen, U. ve Kalkın, G. (2016). “Üniversite Öğrencilerinde Mobil Telefon Yoksunluğu Korkusunun (Nomofobi) Akademik Başarıya Etkisi”, Süleyman Demirel Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi, 21(3), 923-936.
  • Erdem, H., Türen, U. ve Kalkın, G. (2017). “Mobil Telefon Yoksunluğu Korkusu (Nomofobi) Yayılımı: Türkiye’den Üniversite Öğrencileri ve Kamu Çalışanları Örneklemi”, Bilişim Teknolojileri Dergisi, 10(1), 1-11.
  • Fornell, C. and Larcker, D.F. (1981). Evaluating Structural Equation Models with Unobservable Variables and Measurement Error”, Journal of Marketing Research, 18(1), 39-50.
  • Fung, A. (2017). The Impact of the Rise of Mobile Games on the Creativity and Structure of the Games Industry in China”, Mobile Gaming in Asia, Springer, 91-103.
  • Goswami, V. and Singh, D.R. (2016). “Impact of Mobile Phone Addiction on Adolescent’s Life: A Literature Review”, International Journal of Home Science, 2(1), 69–74.
  • Haberturk (2018). O Ülkede Cep Telefonu Yasağı, http://www.haberturk.com/tv/dunya-hali/haber/1991557-fransa-da-yeni-uygulama-universiteye-kadar-cep-telefonu-yasak.
  • Hair, J.F., Anderson, R.E., Tatham, R.L. and Black, W.C. (1998). Multivariate Data Analysis, Englewood Cliffs, NJ: Prentice-Hall.
  • Hair, J.F., Hult, G.T.M., Ringle, C. and Sarstedt, M. (2014). A Primer on Partial Least Squares Structural Equation Modeling (PLS-SEM). Sage Publications.
  • Hazar, Z. ve Hazar, M. (2017). “Çocuklar İçin Dijital Oyun Bağımlılığı Ölçeği”, Journal of Human Sciences, 14 (1), 203-216.
  • Holmgren, J. (2016). Addiction to Smartphone Games: Using Smartphone Game Components to Create an Addiction, Master thesis, Sweden.
  • Horzum, M.B., Tuncay, A. ve Balta, Ö.Ç. (2008). “Çocuklar İçin Bilgisayar Oyun Bağımlılığı Ölçeği”, Türk Psikolojik Danışma ve Rehberlik Dergisi, 3(30), 76-88.
  • Hoyle, R. (1995). Structural Equation Modeling: Concepts, Issues and Applications, London: Sage Publication Inc.
  • Hussain, Z., Williams, G.A. and Griffiths. M.D. (2015). “An Exploratory Study of the Association between Online Gaming Addiction and Enjoyment Motivations for Playing Massively Multiplayer Online Role - Playing Games”, Computers in Human Behavior, 50, 221-230.
  • Irmak, A.Y. ve Erdoğan, S. (2015a). “Ergen ve Genç Erişkinlerde Dijital Oyun Bağımlılığı: Genel Bir Bakış”, Türk Psikiyatri Dergisi, 26, 1-11.
  • Irmak, A.Y. ve Erdoğan, S. (2015b). “Dijital Oyun Bağımlılığı Ölçeği Türkçe Formunun Geçerliliği Ve Güvenilirliği”, Anadolu Psikiyatri Dergisi, 16(1), 10-18.
  • Jacobsen, W.C. and Forste, R. (2011). “The Wired Generation: Academic and Social Outcomes of Electronic Media Use Among University Students”, Cyberpsychology, Behavior and Social Networking, 14(5), 275-280.
  • Jonsson, P. (2000). “An Empirical Taxonomy of Advanced Manufacturing Technology”. International Journal of Operations and Production Management, 20(12), 1446– 1474.
  • Kuss, D.J., Van Rooij, A.J., Shorter, G.W., Griffiths, M.D. and Mheen van de D. (2013). “Internet Addiction in Adolescents: Prevalence and Risk Factors”, Computers in Human Behavior, 29(5), 1987-1996.
  • Kuyucu, M. (2017). “Gençlerde Akıllı Telefon Kullanımı ve Akıllı Telefon Bağımlılığı Sorunsalı: Akıllı Telefon (Kolik) Üniversite Gençliği”, Global Media Journal TR Edition, 7(14), 328-359.
  • Kwon, M., Lee, J.Y., Won, W.Y., Park, J.W., Min, J.A., Hahn, C., Gu, X., Choi, J.H., and Kim, D.J. (2013). Development and Validation of a Smartphone Addiction Scale (SAS)”, PloS one, 8(2), 1-7.
  • Lemmens, J.S., Valkenburg, P.M. and Peter, J. (2009). “Development and Validation of a Game Addiction Scale for Adolescents”. Media Psychology, 12(1), 77-95.
  • Nunnally, J.C. (1978). Psychometric Theory, New York: McGraw-Hill.
  • Özkoçak, Y. (2016). “Türkiye’de Akıllı Telefon Kullanıcılarının Oyalanma Amaçlı Tercih Ettikleri Mobil Uygulamalar”, Global Media Journal: Turkish Edition, 6(12), 106-130.
  • Park, I.K. and Shin, D.H. (2010). “Using the Uses and Gratifications Theory to Understand the Usage and the Gratifications of Smartphones”, Journal of Communication Science, 10(4), 192–225.
  • Ravichandran, T. and Rai, A. (1999). “Total Quality Management in Information Systems Development: Key Constructs and Relationships”, Journal of Management Information Systems, 16(3), 119-155.
  • Roe, K. and Muijs, D. (1998). “Children and Computer Games: A Profile of the Heavy User”, European Journal of Communication, 13(2), 181-200.
  • Sekeran, U. (1992). Research Methods for Business, a Skill Building Approach, John Wiley & Sons Inc.
  • Seo, M., Kang, H.S., and Yom, Y.H. (2009). “Internet Addiction and Interpersonal Problems in Korean Adolescents”, CIN: Computers, Informatics, Nursing, 27, 226–233.
  • Sharif, I. and Sargent, J.D. (2006). “Association between Television, Movie and Video Game Exposure and School Performance”, Pediatrics, 118(4), 1061-1070.
  • Sung, D.K. and Choi, Y.K. (2002). “The Difference of Using Pattern According to the Mobile Phone User Group’s Characters”, Korean Journal of Journalism and Communication Studies, 46, 153-190.
  • Terry, M., Malik, A., Sinclair, D., Fines, C. and Terry, S. (2014). “Factors That Affect Academic Performance in Grade Nine: Focus on Video Games”, International Journal of Humanities and Social Science, 4(10), 1-15.
  • Wang, C.W., Ho, R.T., Chan, C.L. and Tse, S. (2015). “Exploring Personality Characteristics of Chinese Adolescents with Internet-Related Addictive Behaviors: Trait Differences for Gaming Addiction and Social Networking Addiction”, Addictive Behaviors, 42, 32-35.
  • WCP (2016). Game Industry Overview, http://www.woodsidecap.com/wp-content/uploads/ 2016/12/WCP-Gaming-Industry-Overview-2016.pdf.
  • Wright, J. (2011). “The Effects of Video Game Play on Academic Performance”, Modern Psychological Studies, 17(1), 37-44.
  • Yıldırım, C., Sumuer E., Adnan, M. and Yıldırım, S. (2015). “A growing Fear: Prevalence of Nomophobia among Turkish College Students”, Information Development, 32(5), 1322-1331.
  • Young, K. (2017). Internet Addiction Test (IAT) by Dr. Kimberly Young. http://www.psylegal.com.au/Awur/wp-ontent/uploads/2016/03/GLOBALADDICTION- Scales-InternetAddictionTest.pdf.
Toplam 50 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular İşletme
Bölüm Araştırma Makaleleri
Yazarlar

Hasan Bülbül 0000-0002-8696-1990

Tarkan Tunç 0000-0002-1132-6677

Yayımlanma Tarihi 29 Temmuz 2018
Gönderilme Tarihi 6 Haziran 2018
Yayımlandığı Sayı Yıl 2018 Cilt: 9 Sayı: 21

Kaynak Göster

APA Bülbül, H., & Tunç, T. (2018). TELEFON VE OYUN BAĞIMLILIĞI: ÖLÇEK İNCELEMESİ, BAŞLAMA YAŞI VE BAŞARIYLA İLİŞKİSİ. Süleyman Demirel Üniversitesi Vizyoner Dergisi, 9(21), 1-13. https://doi.org/10.21076/vizyoner.431446

Cited By









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