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E-spordan sorunlu oyun bağımlılığına: Riskler, mitler ve eğitim politikaları

Year 2025, Volume: 12 Issue: 2, 24 - 55, 31.12.2025

Abstract

Özet
Bu çalışma, hızla büyüyen e-spor endüstrisinin ve bu alandaki dijital oyun bağımlılığının çeşitli boyutlarını incelemektedir. E-sporun tanımı, tarihsel gelişimi, endüstriyel yapısı ve geleneksel sporlarla karşılaştırılması literatür taraması yoluyla tartışılmaktadır. Çalışmanın ampirik kısmında, e-sporun potansiyel olumsuz etkilerine ilişkin katılımcı görüşlerini toplamak için odak grup görüşmesi tekniği kullanılmıştır. Odak grup bulguları, e-sporun fiziksel, psikolojik, sosyal ve akademik performans üzerindeki olumsuz etkilerini, millî ve manevi değerlerle potansiyel çatışmasını, yazılım sektörüne katkılarla ilgili karşılanmayan beklentileri, mevcut araştırmaların sınırlı doğasını ve okullarda e-sporun teşvik edilmesinin risklerini vurgulamaktadır. Ayrıca, oyun bağımlılığının belirtileri, nedenleri, yaygınlığı, risk faktörleri ve tedavi/önleme yaklaşımları ulusal ve uluslararası literatür ışığında değerlendirilmektedir. Dijital bağımlılık üzerine ekonomik ve davranışsal modellerden elde edilen bulgular, alışkanlık oluşumu ve öz kontrol sorunlarının dijital kullanım üzerindeki etkisini vurgulamaktadır. Bu çalışma, e-spor bağımlılığına kapsamlı bir bakış açısı sunarak politika yapıcılar, eğitimciler ve ebeveynler için önemli çıkarımlar sağlamayı amaçlamaktadır.
Anahtar Kelimeler: E-spor, Video Oyunu Bağımlılığı, Dijital Bağımlılık, Öz Kontrol Sorunları.

References

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From e-Sports to Problematic Game Addiction: Risks, Myths, and Educational Policies

Year 2025, Volume: 12 Issue: 2, 24 - 55, 31.12.2025

Abstract

Abstract: This study examines various dimensions of the rapidly growing e-sports industry and digital game addiction within this field. The definition, historical development, industrial structure of e-sports, and comparison with traditional sports are discussed through a literature review. In the empirical part of the study, a focus group interview technique was used to collect participant views on the potential negative effects of e-sports. Focus group findings highlight the negative impacts of e-sports on physical, psychological, social, and academic performance, their potential conflict with national and moral values, unmet expectations regarding contributions to the software industry, the limited nature of existing research, and the risks of promoting e-sports in schools. Furthermore, the symptoms, causes, prevalence, risk factors, and treatment/prevention approaches for gaming addiction are evaluated in light of national and international literature. Findings from economic and behavioral models on digital addiction emphasize the impact of habit formation and self-control problems on digital usage. This study aims to provide a comprehensive perspective on e-sports addiction, offering important implications for policymakers, educators, and parents.

References

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  • Aydın, M. (2019). E spor, spor değildir [E-sports is not sport]. TRT Akademi Dergisi, 4(8), 561–563. Becker, G. S., & Murphy, K. M. (1988). A theory of rational addiction. Journal of Political Economy, 96(4), 675–700.
  • Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101.
  • Cleveland Clinic. (2025). Video game addiction. Retrieved July 26, 2025, from https://my.clevelandclinic.org/health/diseases/22238-video-game-addiction
  • DiFrancisco-Donoghue, J., & Balentine, J. R. (2018). Collegiate eSport: Where do we fit in? Current Sports Medicine Reports, 17(4), 117–118. Edwards, T. F. M. (2013, April 30). eSports: A brief history. ADANAI. http://adanai.com/esports/
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  • Esen, S., Baser, S., & Uslu, T. (2023). Describing the relationship between digital game addiction, physical activity levels and MET values of university students. Journal of ROL Sport Sciences, 1(1), 1–11. https://doi.org/10.5281/zenodo.10027841
  • Fathi M, Pourrahimi AM, Poormohammad A, et al. Video game addiction is associated with early stage of inhibitory control problems: An event-related potential study using cued Go/NoGo task. Addiction Biology. 2024; 29(4):e13391. doi:10.1111/adb.13391
  • Gervasi, A. M., La Marca, L., Costanzo, A., Pace, U., Guglielmucci, F., & Schimmenti, A. (2017). Personality and Internet Gaming Disorder: A systematic review of recent literature. Current Addiction Reports, 4(3), 293–307.
  • González-Bueso, V., Santamaría, J. J., Fernández, D., Merino, L., Montero, E., & Ribas, J. (2018). Association between Internet Gaming Disorder or Pathological Video-Game Use and Comorbid Psychopathology: A comprehensive review. International Journal of Environmental Research and Public Health, 15(4), 668.
  • Griffiths, M. (2010). Online video gaming: What should educational psychologists know? Educational Psychology in Practice, 26(1), 35–40, https://doi.org/10.1080/02667360903522769
  • Gruber, J., & Koszegi, B. (2001). Is addiction “rational”? Theory and evidence. The Quarterly Journal of Economics, 116(4), 1261–1303.
  • Guttmann, A. (1978). From ritual to record: The nature of modern sports. Columbia University Press.
  • Hamari, J., & Sjöblom, M. (2017). What is eSports and why do people watch it? Internet Research, 27(2), 211–232, http://dx.doi.org/10.2139/ssrn.2686182
  • Hemphill, D. (2005). Cybersport. Journal of the Philosophy of Sport, 32(2), 195–207.
  • Jenny, S. E., Manning, R. D., Keiper, M. C., & Olrich, T. W. (2016). Virtual(ly) athletes: Where eSports fit within the definition of "Sport." Quest, 69(1), 1–18. https://doi.org/10.1080/00336297.2016.1144517
  • Jonasson, K., & Thiborg, J. (2010). Electronic sport and its impact on future sport. Sport in Society, 13(2), 287–299. https://doi.org/10.1080/17430430903522996
  • Karafil, B., & Uysal, H. (2022). Investigation of the factors causing e-sports game addiction in university students. Journal of Educational Technology and Online Learning, 5(2), 382-397. https://doi.org/10.31681/jetol.1077382
  • Karakuş, M., Balcı, E. V., & Tiryaki, S. (2023). Online Game Addiction: A Literature Review on Problems and Solutions. Cyprus Turkish Journal of Psychiatry & Psychology, 5(3), 274–279. https://doi.org/10.35365/ctjpp.23.3.10
  • King, D. L., Delfabbro, P. H., Wu, A. M., Doh, Y. Y., Kuss, D. J., & Pallesen, S. (2017). Treatment of Internet gaming disorder: An international systematic review and CONSORT evaluation. Clinical Psychology Review, 54, 123–133. https://doi.org/10.1016/j.cpr.2017.04.002
  • Király, O., Griffiths, M. D., King, D. L., Lee, H. K., Lee, S. Y., Bányai, F., & Demetrovics, Z. (2018). Policy responses to problematic video game use: A systematic review of current measures and future possibilities. Journal of Behavioral Addictions, 7(3), 503–517. https://doi.org/10.1556/2006.6.2017.050
  • Kirriemuir, J. (2002). Video gaming, education and digital learning technologies. D-lib Magazine, 8(2), 1–12. DOI: 10.1045/february2002-kirriemuir
  • Krishna, S. (2017, December 27). The WHO may add video games to its list of recognized addictions. Engadget. https://www.engadget.com/2017/12/27/who-add-video-games-to-list-of-recognized-addictions/
  • Kurt, N., & Üstünel, F. (2024). Internet addiction of school age children and the effects of daily habits. Cyprus Journal of Medical Sciences, 9(2), 241-248. https://cyprusjmedsci.com/articles/internet-addiction-of-school-age-children-and-the-effects-of-daily-habits/cjms.2024.2022-23
  • Laibson, D. (1997). Golden eggs and hyperbolic discounting. The Quarterly Journal of Economics, 112(2), 443–477. Lee, D., & Schoenstedt, L. J. (2011). Comparison of eSports and traditional sports consumption motives. ICHPER-SD Journal of Research, 6(2), 39–44.
  • Limone, P., Ragni, B., & Toto, G. A. (2023). The epidemiology and effects of video game addiction: A systematic review and meta-analysis. Acta Psychologica, 240, 104047. https://doi.org/10.1016/j.actpsy.2023.104047
  • Lincoln, Y. S., & Guba, E. G. (1985). Naturalistic inquiry. Sage Publications.
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There are 69 citations in total.

Details

Primary Language English
Subjects Psychological Counseling and Guidance (Other)
Journal Section Research Article
Authors

Bekir Kul 0000-0001-6687-717X

Submission Date July 27, 2025
Acceptance Date December 31, 2025
Publication Date December 31, 2025
Published in Issue Year 2025 Volume: 12 Issue: 2

Cite

APA Kul, B. (2025). From e-Sports to Problematic Game Addiction: Risks, Myths, and Educational Policies. Online Journal of Technology Addiction and Cyberbullying, 12(2), 24-55.