Investigating Psychological Well-Being Levels of Teenagers Interested in Esport Career
Abstract
Recently, thanks to technological developments, there has been growing a new industry: Electronic Sports. Nowadays, playing video games might be seem as a career option. Teenagers who are interested in esport career play video games for a long time in their daily life as much as professional esport players do. Excessive plays of video games have been known to cause psychological, physiological and mental problems. Playing video games for a long time in daily life causes social, emotional and mental problems such as depression, agression, intolerability, lose of control. The research’s study group consists of teenager students in high schools and colleges in Turkey. Web-based questionnaire and psychologocial well-being scale had been used to collect data. Using data from a survey of 320 teenagers in Turkey, we tested psychological well-being levels of teenagers with daily playing video game times and teenagers’ desire of having esport career. The results show that daily playing video game times effecting psychological well-being levels of teenagers. Additionally, teenagers’ desire of having esport career is significant predictor of low psychological well-being level.
Keywords
References
- Alikhani, A. H., Molaie, M., & Amiri, S. (2015). The effects of exercise on the mental health. Int. J. Adv. Biol. Biom. Res, 3 (3), 244-250.
- Anand, V. (2007). A study of time management: The correlation between video game usage and academic performance markers. Cyber Psychology and Behaviour, 10, 552-559.
- Anderson, C.A., Gentile, D. A., & Buckley, K. E. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. New York: Oxford University Press.
- Bloom, D. (2018). What olympic recognition could mean for esports, and vice versa. Retrieved from https://www.forbes.com/sites/dbloom/2018/esports-olympics-recognition-ioc-esl-advertising-sponsors/amp/
- Borowy, M., & Jin, D. (2013). Pioneerin e-sport: the experience economy and the marketing of early 1980s arcade gaming contests. International Journal of Communication, 7, 2251-2274.
- Boxer, P., Groves, C. L., & Docherty, M. (2015). Video games do indeed influence children and adolescents’ aggression, prosocial behavior, and academic performance: a clearer reading of Ferguson. Perspect. Psychol. Sci. 10(5), 671–673.
- Chan, P. A. & Rabiowiz, T. (2006). A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents. Annual General Psychiatry, 24, 1-6.
- Chappel, D., Eatough, V., Davies, M. N. O., & Griffiths, M. D. (2006). EverQuest —It’s just a computer game right? an ınterpretative phenomenological analysis of online gaming addiction. International Journal of Mental Health and Addiction, 4(3), 205-216.
Details
Primary Language
English
Subjects
Psychology
Journal Section
Research Article
Authors
Memduh Kocadağ
*
0000-0002-9484-0902
Türkiye
Publication Date
June 1, 2019
Submission Date
January 18, 2019
Acceptance Date
February 24, 2019
Published in Issue
Year 2019 Volume: 3 Number: 1