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Systematic Review of Method and Results of Digital Game Addiction Studies Conducted in Turkey

Year 2020, , 1851 - 1866, 20.07.2020
https://doi.org/10.24106/kefdergi.3920

Abstract

The aim of this study was to determine the methodological trends and findings in a comprehensive and integrated manner and to examine factors associated with the digital game addiction studies on digital gaming addiction in Turkey between the years of 2010-2018. For this purpose, a systematic review was conducted by screening postgraduate theses and research articles. Google Academic, Web of Science, YÖK Thesis Catalog, ULAKBİM and ERIC databases have been searched with keywords related to digital game addiction, and 26 studies which are empirical, full text accessible are included in the analysis. As a result of the analysis, it was observed that there were deficiencies in terms of sample selection, data collection process and expressing the limitations. When the findings were examined, it was determined that the effects of demographic variables on digital game addiction were found to have visible effects, including gender, age, and parental education level. On the other hand, psychosocial variables and variables specific to digital games have been handled in very few studies. It is thought that the in-depth examination of the elements discussed in the study will provide researchers with a roadmap to develop more qualified, more original and method-based digital game addiction studies.

References

  • Altun, M. & Atasoy, M. (2018). Investgation Of Digital Game Addicton Of Children Between 9-11 Age Groups: Kırşehir Sample. International Journal of Eurasia Social Sciences, 9(33), 1740-1757.
  • Anderson, C. A., & Carnagey, N. L. (2004). Violent evil and the general aggression model. The social psychology of good and evil, 168-192.
  • Anderson, C. A., Carnagey, N. L., Flanagan, M., Benjamin, A. J., Eubanks, J., & Valentine, J. C. (2004). Violent video games: Specific effects of violent content on aggressive thoughts and behavior. Advances in experimental social psychology, 36, 200-251.
  • Asamoah, M. K. (2014). Re-examination of the limitations associated with correlational research. Journal of Educational Research and Reviews, 2(4), 45-52.
  • Aslan, A. (2016). Türkiye’de Çocukların Güvenli İnternet Kullanımında 2010-2015 Yılları Arasındaki Değişimler ve Uygulamaların Yansımaları (Doktora tezi). Atatürk Üniversitesi, Erzurum.
  • Barut, B. (2019). Ergenlerde dijital oyun bağımlılık düzeyi ile algılanan sosyal destek ve duygu düzenleme arasındaki ilişkinin incelenmesi (Yüksek lisans tezi). Hasan Kalyoncu Üniversitesi, Gaziantep.
  • Bhagat, S., Jeong, E. J., & Kim, D. J. (2020). The Role of Individuals’ Need for Online Social Interactions and Interpersonal Incompetence in Digital Game Addiction. International Journal of Human–Computer Interaction, 36(5), 449-463.
  • Carnagey, N. & Anderson, C. (2004). Violent Video Game Exposure and Aggression : A Literature Review. Minerva Psichiatrica, 45(1), 1-18.
  • Chou, T. & Ting, C. (2003). The role of flow experience in cyber-game addiction. CyberPsychology & Behavior,6(6), 663-675.
  • Cohen, L., Manion, L. & Morrison, K. (2007). Research methods in education (6th ed.). New York, NY: Routledge.
  • Denyer, D., & Tranfield, D. (2009). Producing a systematic review. Buchanan, D. and Bryman, A. (Eds), The Sage Handbook of Organizational Research Methods (pp. 671‐689), Sage Publications, Londra.
  • Donati, M. A., Chiesi, F., Ammannato, G., & Primi, C. (2015). Versatility and addiction in gaming: The number of video-game genres played is associated with pathological gaming in male adolescents. Cyberpsychology, Behavior, and Social Networking, 18(2), 129-132.
  • Ferguson, C. J. (2007). The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games. Psychiatric quarterly, 78(4), 309- 316.
  • Gough, D., Oliver, S. & Thomas, J. (2012). An introduction to systematic reviews. London England: Sage.
  • Greitemeyer, T. (2018). The spreading impact of playing violent video games on aggression. Computers in human behavior, 80, 216-219.
  • Griesler, P. C., Kandel, D. B., Schaffran, C., Hu, M.-C., & Davies, M. (2008). Adolescents' inconsistency in self-reported smoking: A comparison of reports in school and in household settings. Public Opinion Quarterly, 72(2), 260-290.
  • Griffiths, M. & Meredith, A. (2009). Videogame addiction and its treatment. Journal of Contemporary Psychotherapy. On the Cutting Edge of Modern Developments in Psychotherapy,39(4), 247-253. http://dx.doi.org/10.1007/s10879-009-9118-4 adresinden alındı
  • Griffiths, M. D., Davies, M. N., & Chappell, D. (2004). Demographic factors and playing variables in online computer gaming. CyberPsychology & behavior, 7(4), 479-487.
  • Grüsser, S. M., Thalemann, R., & Griffiths, M. D. (2006). Excessive computer game playing: Evidence for addiction and aggression?. Cyberpsychology & behavior, 10(2), 290-292.
  • Guba, E. L., & Lincoln, Y. (1994). Competing paradigms in qualitative research. Handbook of cualitative research. California: Sage, 105-117.
  • Gündüz, A. (2015). İnternet Güvenliği Üzerine 2000-2014 Yılları Arasındaki Çalışmaların Bir İçerik Analizi: Riskler, Risklere Etki Eden Faktörler ve Metodolojik Yönelimler (Yüksek lisans tezi). Atatürk Üniversitesi, Erzurum.
  • Hazar, Z. (2019). An Analysis of the Relationship between Digital Game Playing Motivation and Digital Game Addiction among Children. Asian Journal of Education and Training, 5(1), 31-38.
  • Henson, R. K., Hull, D. M., & Williams, C. S. (2010). Methodology in our education research culture: Toward a stronger collective quantitative proficiency. Educational Researcher, 39(3), 229-240.
  • Ilgaz, H. (2015). Adaptation of game addiction scale for adolescents into Turkish. Elementary Education Online, 14(3), 874-884.
  • Irmak, A. & Erdoğan, S. (2016). Ergen ve genç erişkinlerde dijital oyun bağımlılığı: Güncel bir bakış. Türk Psikiyatri Dergisi, 27(2), 128-137.
  • İnal, Y. & Çağıltay, K. (2005). İlköğretim Öğrencilerinin Bilgisayar Oyunu Oynama Alışkanlıkları Ve Oyun Tercihlerini Etkileyen Faktörler. Eğitimde Yeni Yönelimler II. Eğitimde Oyun Sempozyumu. Ankara Özel Tevfik Fikret Okulları.
  • Jeong, E. J., Kim, D. J., & Lee, D. M. (2017). Why do some people become addicted to digital games more easily? A study of digital game addiction from a psychosocial health perspective. International Journal of Human–Computer Interaction, 33(3), 199-214.
  • Kaya, A. B. (2013). Çevrimiçi oyun bağımlılığı ölçeğinin geliştirilmesi: Geçerlik ve güvenirlik çalışması (Yüksek lisans tezi). Gaziosmanpaşa Üniversitesi, Tokat. https://tez.yok.gov.tr/UlusalTezMerkezi adresinden edinilmiştir.
  • Khan, K. S., Kunz, R., Kleijnen, J., & Antes, G. (2003). Five steps to conducting a systematic review. Journal of the royal society of medicine, 96(3), 118-121.
  • Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2008). The relationship between online game addiction and aggression, self-control and narcissistic personality traits. European psychiatry, 23(3), 212-218.
  • Kim, H., Sefcik, J. S., & Bradway, C. (2017). Characteristics of qualitative descriptive studies: A systematic review. Research in nursing & health, 40(1), 23-42.
  • Kneer, J., & Glock, S. (2013). Escaping in digital games: The relationship between playing motives and addictive tendencies in males. Computers in Human Behavior, 29(4), 1415-1420.
  • Krefting, L. (1991). Rigor in qualitative research: the assessment of trustworthiness. The American Journal of Occupational Therapy, 45(3), 214-222.
  • Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10(2), 278- 296.
  • Kuss, D. J., Louws, J., & Wiers, R. W. (2012). Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games. Cyberpsychology, Behavior, and Social Networking, 15(9), 480-485.
  • Lemmens, J. S., & Hendriks, S. J. (2016). Addictive online games: Examining the relationship between game genres and Internet gaming disorder. Cyberpsychology, Behavior, and Social Networking, 19(4), 270-276.
  • Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media psychology, 12(1), 77-95.
  • López, X., Valenzuela, J., Nussbaum, M., & Tsai, C. C. (2015). Some recommendations for the reporting of quantitative studies, Computers & Education, 91 (2015), pp. 106-110
  • Martinez-Garza, M. M., Clark, D. B., Killingsworth, S. S., & Adams, D. M. (2016). Beyond Fun: Pintrich, Motivation to Learn, and Games for Learning Handbook of Research on Gaming Trends in P-12 Education (pp. 1-32): IGI Global.
  • Mendelson, J., & Mello, N. (1986). Chelsea House; New York: 1986. The addictive personality.[Google Scholar].
  • Nurullayeva, N. (2019). Ortaokul Öğrencilerinde Dijital Oyun Bağimliliği İle Aleksitimi Ve Üstbilişsel Sorun Arasindaki İlişkinin İncelenmesi (Yüksek lisans tezi). İstanbul Aydın Üniversitesi, İstanbul.
  • Ogan, C., Karakuş, T., & Kurşun, E. (2013). Methodological issues in a survey of children's online risk-taking and other behaviours in Europe. Journal of Children and Media, 7(1), 133-150.
  • Ögel, K. (2012). İnternet Bağımlılığı-İnternetin Psikolojisini Anlamak ve Bağımlılıkla Başa Çıkmak. İstanbul:İş Bankası Kültür.
  • Peters, M. D., Godfrey, C. M., Khalil, H., McInerney, P., Parker, D., & Soares, C. B. (2015). Guidance for conducting systematic scoping reviews. International journal of evidence-based healthcare, 13(3), 141-146.
  • Scholar Google. (2020). "Dijital Oyun Bağımlığı" Arama Sonuçları, 2020, from https://scholar.google.com.tr/scholar? q=dijital+oyun+ba%C4%9F%C4%B1ml%C4%B1l%C4%B1%C4%9F%C4%B1+&hl=tr&as_sdt=0%2C5&as_ylo=2010&as_yhi=2018
  • Taş, İ., & Güneş, Z. (2019). 8-12 yaş arası çocuklarda bilgisayar oyun bağımlılığı, aleksitimi, sosyal anksiyete, yaş ve cinsiyetin incelenmesi. Klinik Psikiyatri, 22, 83-92.
  • Toker, S., & Baturay, M. H. (2016). Antecedents and consequences of game addiction. Computers in Human Behavior, 55, 668-679.
  • Web of Science. (2020). "Game addiction" anahtar kelimesi ile arama sonuçları, from https://apps.webofknowledge.com/WOS_GeneralSearch_input.do? product=WOS&search_mode=GeneralSearch&SID=F4TPSKMfCag3gBwyzBJ&preferencesSaved=
  • Weber, R., Ritterfeld, U., & Kostygina, A. (2006). Aggression and hostility as effects of playing violent games. Playing video games—Motives, responses, and consequences, 347-361.
  • Weinstein, A. M. (2010). Computer and Video Game Addiction: A Comparison between Game Users and Non-Game Users. The American Journal of Drug and Alcohol Abuse, 36(5), 268-276. doi: 10.3109/00952990.2010.491879
  • Yee, N. (2006). Motivations for play in online games. CyberPsychology & behavior, 9(6), 772-775.
  • Yıldırım, A. & Şimşek, H. (2011). Sosyal bilimlerde nitel araştırma yöntemleri. Ankara: Seçkin.
  • Yüksel, H. (2006). Online Ölüm Tarikatı. Aktüel, 27, 22-26.

Türkiye'de Yürütülen Dijital Oyun Bağımlılığı Çalışmalarındaki Yöntem ve Sonuçların Sistematik İncelemesi

Year 2020, , 1851 - 1866, 20.07.2020
https://doi.org/10.24106/kefdergi.3920

Abstract

Bu çalışmanın amacı, Türkiye’de 2010-2018 yılları arasında dijital oyun bağımlılığı üzerine yapılan çalışmalardaki metodolojik eğilimleri ve elde edilen bulguları kapsamlı ve bütüncül bir şekilde incelemek ve dijital oyun bağımlılığı ile ilişkili faktörleri belirlemektir. Bu amaç doğrultusunda konuyla ilgili lisansüstü tezler ve çevrimiçi makaleler taranarak bir sistematik inceleme yürütülmüştür. Dijital oyun bağımlılığı ile ilişkili anahtar kelimelerle Google Akademik, Web of Science, YÖK Tez Kataloğu, ULAKBİM ve ERIC veri tabanları araştırılmış, dijital oyun bağımlılığına etki eden faktörleri ele alan, ampirik, tam metne erişimi olan 26 çalışma analize dahil edilmiştir. İnceleme sonucunda metodolojik olarak özellikle örneklem seçimi, veri toplama süreci ve sınırlılıkların ifade edilmesi konusunda eksiklikler olduğu görülmüştür. Bulgular incelendiğinde çalışmalarda genellikle demografik değişkenlerin dijital oyun bağımlığına olan etkilerine bakıldığı bunlar arasında cinsiyet, yaş, anne baba eğitim düzeyinin gözle görülür etkileri olduğu saptanmıştır. Öte yandan psiko-sosyal değişkenler ve dijital oyunlara özgü değişkenler çok az çalışmada ele alınmıştır. Çalışmada ele alınan unsurların derinlemesine incelenmesinin daha nitelikli, daha orijinal ve metodu güçlü dijital oyun bağımlılığı çalışmaları geliştirebilmek için araştırmacılara bir yol haritası sunacağı düşünülmektedir.

References

  • Altun, M. & Atasoy, M. (2018). Investgation Of Digital Game Addicton Of Children Between 9-11 Age Groups: Kırşehir Sample. International Journal of Eurasia Social Sciences, 9(33), 1740-1757.
  • Anderson, C. A., & Carnagey, N. L. (2004). Violent evil and the general aggression model. The social psychology of good and evil, 168-192.
  • Anderson, C. A., Carnagey, N. L., Flanagan, M., Benjamin, A. J., Eubanks, J., & Valentine, J. C. (2004). Violent video games: Specific effects of violent content on aggressive thoughts and behavior. Advances in experimental social psychology, 36, 200-251.
  • Asamoah, M. K. (2014). Re-examination of the limitations associated with correlational research. Journal of Educational Research and Reviews, 2(4), 45-52.
  • Aslan, A. (2016). Türkiye’de Çocukların Güvenli İnternet Kullanımında 2010-2015 Yılları Arasındaki Değişimler ve Uygulamaların Yansımaları (Doktora tezi). Atatürk Üniversitesi, Erzurum.
  • Barut, B. (2019). Ergenlerde dijital oyun bağımlılık düzeyi ile algılanan sosyal destek ve duygu düzenleme arasındaki ilişkinin incelenmesi (Yüksek lisans tezi). Hasan Kalyoncu Üniversitesi, Gaziantep.
  • Bhagat, S., Jeong, E. J., & Kim, D. J. (2020). The Role of Individuals’ Need for Online Social Interactions and Interpersonal Incompetence in Digital Game Addiction. International Journal of Human–Computer Interaction, 36(5), 449-463.
  • Carnagey, N. & Anderson, C. (2004). Violent Video Game Exposure and Aggression : A Literature Review. Minerva Psichiatrica, 45(1), 1-18.
  • Chou, T. & Ting, C. (2003). The role of flow experience in cyber-game addiction. CyberPsychology & Behavior,6(6), 663-675.
  • Cohen, L., Manion, L. & Morrison, K. (2007). Research methods in education (6th ed.). New York, NY: Routledge.
  • Denyer, D., & Tranfield, D. (2009). Producing a systematic review. Buchanan, D. and Bryman, A. (Eds), The Sage Handbook of Organizational Research Methods (pp. 671‐689), Sage Publications, Londra.
  • Donati, M. A., Chiesi, F., Ammannato, G., & Primi, C. (2015). Versatility and addiction in gaming: The number of video-game genres played is associated with pathological gaming in male adolescents. Cyberpsychology, Behavior, and Social Networking, 18(2), 129-132.
  • Ferguson, C. J. (2007). The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games. Psychiatric quarterly, 78(4), 309- 316.
  • Gough, D., Oliver, S. & Thomas, J. (2012). An introduction to systematic reviews. London England: Sage.
  • Greitemeyer, T. (2018). The spreading impact of playing violent video games on aggression. Computers in human behavior, 80, 216-219.
  • Griesler, P. C., Kandel, D. B., Schaffran, C., Hu, M.-C., & Davies, M. (2008). Adolescents' inconsistency in self-reported smoking: A comparison of reports in school and in household settings. Public Opinion Quarterly, 72(2), 260-290.
  • Griffiths, M. & Meredith, A. (2009). Videogame addiction and its treatment. Journal of Contemporary Psychotherapy. On the Cutting Edge of Modern Developments in Psychotherapy,39(4), 247-253. http://dx.doi.org/10.1007/s10879-009-9118-4 adresinden alındı
  • Griffiths, M. D., Davies, M. N., & Chappell, D. (2004). Demographic factors and playing variables in online computer gaming. CyberPsychology & behavior, 7(4), 479-487.
  • Grüsser, S. M., Thalemann, R., & Griffiths, M. D. (2006). Excessive computer game playing: Evidence for addiction and aggression?. Cyberpsychology & behavior, 10(2), 290-292.
  • Guba, E. L., & Lincoln, Y. (1994). Competing paradigms in qualitative research. Handbook of cualitative research. California: Sage, 105-117.
  • Gündüz, A. (2015). İnternet Güvenliği Üzerine 2000-2014 Yılları Arasındaki Çalışmaların Bir İçerik Analizi: Riskler, Risklere Etki Eden Faktörler ve Metodolojik Yönelimler (Yüksek lisans tezi). Atatürk Üniversitesi, Erzurum.
  • Hazar, Z. (2019). An Analysis of the Relationship between Digital Game Playing Motivation and Digital Game Addiction among Children. Asian Journal of Education and Training, 5(1), 31-38.
  • Henson, R. K., Hull, D. M., & Williams, C. S. (2010). Methodology in our education research culture: Toward a stronger collective quantitative proficiency. Educational Researcher, 39(3), 229-240.
  • Ilgaz, H. (2015). Adaptation of game addiction scale for adolescents into Turkish. Elementary Education Online, 14(3), 874-884.
  • Irmak, A. & Erdoğan, S. (2016). Ergen ve genç erişkinlerde dijital oyun bağımlılığı: Güncel bir bakış. Türk Psikiyatri Dergisi, 27(2), 128-137.
  • İnal, Y. & Çağıltay, K. (2005). İlköğretim Öğrencilerinin Bilgisayar Oyunu Oynama Alışkanlıkları Ve Oyun Tercihlerini Etkileyen Faktörler. Eğitimde Yeni Yönelimler II. Eğitimde Oyun Sempozyumu. Ankara Özel Tevfik Fikret Okulları.
  • Jeong, E. J., Kim, D. J., & Lee, D. M. (2017). Why do some people become addicted to digital games more easily? A study of digital game addiction from a psychosocial health perspective. International Journal of Human–Computer Interaction, 33(3), 199-214.
  • Kaya, A. B. (2013). Çevrimiçi oyun bağımlılığı ölçeğinin geliştirilmesi: Geçerlik ve güvenirlik çalışması (Yüksek lisans tezi). Gaziosmanpaşa Üniversitesi, Tokat. https://tez.yok.gov.tr/UlusalTezMerkezi adresinden edinilmiştir.
  • Khan, K. S., Kunz, R., Kleijnen, J., & Antes, G. (2003). Five steps to conducting a systematic review. Journal of the royal society of medicine, 96(3), 118-121.
  • Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2008). The relationship between online game addiction and aggression, self-control and narcissistic personality traits. European psychiatry, 23(3), 212-218.
  • Kim, H., Sefcik, J. S., & Bradway, C. (2017). Characteristics of qualitative descriptive studies: A systematic review. Research in nursing & health, 40(1), 23-42.
  • Kneer, J., & Glock, S. (2013). Escaping in digital games: The relationship between playing motives and addictive tendencies in males. Computers in Human Behavior, 29(4), 1415-1420.
  • Krefting, L. (1991). Rigor in qualitative research: the assessment of trustworthiness. The American Journal of Occupational Therapy, 45(3), 214-222.
  • Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10(2), 278- 296.
  • Kuss, D. J., Louws, J., & Wiers, R. W. (2012). Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games. Cyberpsychology, Behavior, and Social Networking, 15(9), 480-485.
  • Lemmens, J. S., & Hendriks, S. J. (2016). Addictive online games: Examining the relationship between game genres and Internet gaming disorder. Cyberpsychology, Behavior, and Social Networking, 19(4), 270-276.
  • Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media psychology, 12(1), 77-95.
  • López, X., Valenzuela, J., Nussbaum, M., & Tsai, C. C. (2015). Some recommendations for the reporting of quantitative studies, Computers & Education, 91 (2015), pp. 106-110
  • Martinez-Garza, M. M., Clark, D. B., Killingsworth, S. S., & Adams, D. M. (2016). Beyond Fun: Pintrich, Motivation to Learn, and Games for Learning Handbook of Research on Gaming Trends in P-12 Education (pp. 1-32): IGI Global.
  • Mendelson, J., & Mello, N. (1986). Chelsea House; New York: 1986. The addictive personality.[Google Scholar].
  • Nurullayeva, N. (2019). Ortaokul Öğrencilerinde Dijital Oyun Bağimliliği İle Aleksitimi Ve Üstbilişsel Sorun Arasindaki İlişkinin İncelenmesi (Yüksek lisans tezi). İstanbul Aydın Üniversitesi, İstanbul.
  • Ogan, C., Karakuş, T., & Kurşun, E. (2013). Methodological issues in a survey of children's online risk-taking and other behaviours in Europe. Journal of Children and Media, 7(1), 133-150.
  • Ögel, K. (2012). İnternet Bağımlılığı-İnternetin Psikolojisini Anlamak ve Bağımlılıkla Başa Çıkmak. İstanbul:İş Bankası Kültür.
  • Peters, M. D., Godfrey, C. M., Khalil, H., McInerney, P., Parker, D., & Soares, C. B. (2015). Guidance for conducting systematic scoping reviews. International journal of evidence-based healthcare, 13(3), 141-146.
  • Scholar Google. (2020). "Dijital Oyun Bağımlığı" Arama Sonuçları, 2020, from https://scholar.google.com.tr/scholar? q=dijital+oyun+ba%C4%9F%C4%B1ml%C4%B1l%C4%B1%C4%9F%C4%B1+&hl=tr&as_sdt=0%2C5&as_ylo=2010&as_yhi=2018
  • Taş, İ., & Güneş, Z. (2019). 8-12 yaş arası çocuklarda bilgisayar oyun bağımlılığı, aleksitimi, sosyal anksiyete, yaş ve cinsiyetin incelenmesi. Klinik Psikiyatri, 22, 83-92.
  • Toker, S., & Baturay, M. H. (2016). Antecedents and consequences of game addiction. Computers in Human Behavior, 55, 668-679.
  • Web of Science. (2020). "Game addiction" anahtar kelimesi ile arama sonuçları, from https://apps.webofknowledge.com/WOS_GeneralSearch_input.do? product=WOS&search_mode=GeneralSearch&SID=F4TPSKMfCag3gBwyzBJ&preferencesSaved=
  • Weber, R., Ritterfeld, U., & Kostygina, A. (2006). Aggression and hostility as effects of playing violent games. Playing video games—Motives, responses, and consequences, 347-361.
  • Weinstein, A. M. (2010). Computer and Video Game Addiction: A Comparison between Game Users and Non-Game Users. The American Journal of Drug and Alcohol Abuse, 36(5), 268-276. doi: 10.3109/00952990.2010.491879
  • Yee, N. (2006). Motivations for play in online games. CyberPsychology & behavior, 9(6), 772-775.
  • Yıldırım, A. & Şimşek, H. (2011). Sosyal bilimlerde nitel araştırma yöntemleri. Ankara: Seçkin.
  • Yüksel, H. (2006). Online Ölüm Tarikatı. Aktüel, 27, 22-26.
There are 53 citations in total.

Details

Primary Language Turkish
Subjects Studies on Education
Journal Section Research Article
Authors

Esra Şimşek This is me

Türkan Karakuş Yılmaz

Publication Date July 20, 2020
Acceptance Date June 18, 2020
Published in Issue Year 2020

Cite

APA Şimşek, E., & Karakuş Yılmaz, T. (2020). Türkiye’de Yürütülen Dijital Oyun Bağımlılığı Çalışmalarındaki Yöntem ve Sonuçların Sistematik İncelemesi. Kastamonu Education Journal, 28(4), 1851-1866. https://doi.org/10.24106/kefdergi.3920

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