Öz
In this research, it is aimed to examine the digital game addiction levels of university students during the coronavirus global epidemic. The research data were obtained by using the survey design, one of the quantitative research methods. The universe of the research consists of associate and undergraduate students studying at Mardin Artuklu University. The sample of the study consists of 127 university students, 73 female and 54 male, selected by simple random sampling method. The digital game addiction scale, which was adapted into Turkish, was used in the study and the questionnaire form was presented to the participants online. SPSS 25.00 package program was used in the analysis of the research data, and analyzes such as t-test, one-way analysis of variance, standard deviation, and mean were used in statistical operations. As a result of the analyzes made with the data obtained, a statistically significant difference was found in the digital game addiction levels of the students who continued their university education during the coronavirus global epidemic, regarding the variables of type of digital game played, type of device used, addictive substance use, and academic achievement level. On the other hand, there was no statistically significant difference in the variables of participation in physical activities, class level, age ranges, and type of internet used, which are the other variables examined.