Research Article
BibTex RIS Cite

Lise Öğrencilerinde E-Spora Yönelik Tutumlar, Yalnızlık ve Mutluluk Arasındaki İlişkinin İncelenmesi

Year 2024, Volume: 26 Issue: 3, 558 - 564, 31.12.2024
https://doi.org/10.15314/tsed.1518207

Abstract

Bu çalışmanın temel amacı lise öğrencilerinin e-spora yönelik tutumları ile yalnızlık ve mutluluk düzeyleri arasındaki ilişkiyi incelemektir. Araştırma grubunu 2024 yılında Yozgat ilindeki resmi ortaöğretim kurumlarında öğrenim gören 360 lise öğrencisi oluşturmuştur. Katılımcıların 175'i (%48,6) erkek ve 185'i (%51,4) kadındır. Veri toplama araçları olarak, E-Spor Tutum Ölçeği, UCLA Yalnızlık Ölçeği Kısa Formu ve Oxford Mutluluk Ölçeği Kısa Formu kullanılmıştır. Verilerin analizinde tanımlayıcı istatistikler, Pearson korelasyon analizi ve çoklu doğrusal regresyon analizi kullanılmıştır. Elde edilen bulgulara göre e-spora yönelik tutumlardan biri olan bilişsel tutum ile yalnızlık ve mutluluk arasında düşük düzeyde, pozitif ve anlamlı bir ilişki bulunmuştur. Duygusal tutum ile yalnızlık arasında pozitif yönde, orta düzeyde ve anlamlı bir ilişki, mutluluk ile ise pozitif yönde, düşük düzeyde ve anlamlı bir ilişki bulunmuştur. Davranışsal tutum ile yalnızlık arasında pozitif yönde, orta düzeyde ve anlamlı bir ilişki, mutluluk ile ise pozitif yönde, düşük düzeyde ve anlamlı bir ilişki bulunmuştur. Duygusal ve davranışsal tutumların yalnızlığı %12 oranında etkilediği sonucuna varılmıştır. Sonuç olarak lise öğrencilerinin e-spora yönelik tutumları arttıkça yalnızlık duygularının arttığı ve mutluluk düzeylerinin düşük düzeyde arttığı tespit edilmiştir. Özellikle duygusal ve davranışsal tutumların yalnızlık üzerinde %12 oranında etkili olduğu bulunmuştur. Bu bulgular, e-sporun bazı öğrenciler için sosyal izolasyonu artırabildiğini ancak mutluluk düzeylerinde düşük düzeyde bir artış sağladığını düşündürmektedir. Bulgular, e-spora yönelik tutumlar ile yalnızlık ve mutluluk gibi psikososyal faktörler arasındaki ilişkiyi inceleyerek, lise öğrencilerinin bu alandaki deneyimlerine ilişkin önemli veriler sunmaktadır. Ayrıca, e-sporun bireylerin sosyal ve duygusal durumları üzerindeki etkilerini anlamaya yönelik literatüre yeni bir bakış açısı kazandırmaktadır.

References

  • 1. Adachi PJC, Willoughby T. Do video games promote positive youth development? Journal of Adolescent Research, 2013; 28(2): 155-165.
  • 2. Anderson CA, Dill KE. Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 2000; 78(4): 772-790.
  • 3. Cohen J. Statistical power analysis for the behavioral sciences. New York: Academic Press, 2013.
  • 4. Cook R.D, Weisberg S. Residuals and influence in regression. New York: Chapman and Hall, 1982.
  • 5. Creswell JW, Creswell JD. Research design: Qualitative, quantitative, and mixed methods approaches. California: Sage Publications, 2017.
  • 6. Doğan T, Çötok NA. Oxford mutluluk ölçeği kısa formunun Türkçe uyarlaması: Geçerlik ve güvenirlik çalışması. Türk Psikolojik Danışma ve Rehberlik Dergisi, 2011; 4(36): 165-172.
  • 7. Doğan T, Çötok, NA, Tekin EG. Reliability and validity of the Turkish Version of the UCLA Loneliness Scale (ULS-8) among university students. Procedia Social and Behavioral Sciences, 2011; 15(1): 2058-2062.
  • 8. Fraenkel JR, Wallen NE, Hyun HH. How to design and evaluate research in education (10th ed.). New York: McGraw-Hill Education, 2018.
  • 9. Freeman G, Wohn DY. E-sports as an emerging research context at CHI: Diverse perspectives on definitions [Internet]. 2017 [cited 2024 June 04]. Available from: https://researchwith.njit.edu/en/publications/esports-as- an-emerging-research-context-at-chi-diverse-perspectiv
  • 10. George D, Mallery P. IBM SPSS statistics 23 step by step: A simple guide and reference (13th ed.). New York: Routledge, 2016.
  • 11. Hamari J, Sjöblom M. What is eSports and why do people watch it? Internet Research, 2017; 27(2): 211-232.
  • 12. Hays RD, DiMatteo MR. A short form measure of loneliness. Journal of Personality Assesment, 1987; 52(1): 69-81.
  • 13. Hills P, Argyle M. The Oxford Happiness Questionnaire: A compact scale for the measurement of psychological well-being. Personality and Individual Differences, 2002; 33(7): 1073-1082.
  • 14. Hilvoorde IV, Pot N. Embodiment and fundamental motor skills in eSports. Sport, Ethics and Philosophy, 2016; 10(1): 14-27.
  • 15. Jonas JB, Wang NL, Wang YX, You QS, Xie XB, Yang DY, Xu L. Estimated trans‐lamina cribrosa pressure difference versus intraocular pressure as biomarker for open‐angle glaucoma. Acta Ophthalmologica, 2015; 93(1): 7-13.
  • 16. Kılınç, H., Fırat, M. Opinions of expert academicians on online data collection and voluntary participation in social sciences research. Educational Sciences: Theory & Practice, 2017; 17(5): 1461–1486.
  • 17. Kowert R, Oldmeadow JA. Playing for social comfort: Online video game play as a social accommodator for the insecurely attached. Computers in Human Behavior, 2015; 53: 556-566.
  • 18. Kowert R, Vogelgesang J, Festl R, Quandt T. Psychosocial causes and consequences of online video game play. Computers in Human Behavior, 2015; 45: 51-58.
  • 19. Lemmens JS, Valkenburg PM, Peter J. Psychosocial causes and consequences of pathological gaming. Computers in Human Behavior, 2011; 27(1): 144-152.
  • 20. Newzoo. Global Games Market Report 2020 [Internet]. 2020 [cited 2024 June 04] Available from: https://newzoo.com/resources/trend-reports/newzoo-global-games-market-report-2020-light-version
  • 21. Newzoo. Newzoo’s global esports & live streaming market report 2022 [Internet]. 2022 [cited 2024 June 04]. Available from: https://newzoo.com/resources/trend-reports/newzoo-global-esports-live-streaming- market-report-2022-free-version
  • 22. Pallant J. SPSS survival manual. United Kingdom: McGraw-Hill Education, 2013.
  • 23. Russell D, Peplau LA, Ferguson CE. The revised UCLA loneliness scale: Concurrent and discriminant validity evidence. Journal of Personality and Social Psychology, 1987; 39(3): 472-480.
  • 24. Savaş BÇ, Turan M. E-sports attitude scale: a study of validity and reliability. International Journal of Education Technology & Scientific Researches, 2023; 8(23): 1524-1561.
  • 25. Seo Y. Electronic sports: A new marketing landscape of the experience economy. Journal of Marketing Management, 2013; 29(13-14): 1542-1560.
  • 26. Statista. ESports audience size worldwide from 2020 to 2025 [Internet]. 2023 [cited 2024 June 04] Available from: https://www.statista.com/statistics/1109956/global-esports-audience/
  • 27. Statista. Esports market revenue worldwide from 2020 to 2025 [Internet]. 2022 [cited 2024 June 04]. Available from: https://www.statista.com/statistics/490522/global-esports-market-revenue/
  • 28. Tabachnick BG, Fidell LS, Ullman JB. Using multivariate statistics. Boston: Pearson, 2013.
  • 29. Taylor TL. Raising the stakes: E-sports and the professionalization of computer gaming. Cambridge: MIT Press, 2012.
  • 30. Wagner MG. On the scientific relevance of e-sports. In International Conference on Internet Computing, 2006; 6: 437-442.
  • 31. Wang C, Wang X. Does eSports participation influence subjective well-being? Evidence from Chinese college students. International Journal of Environmental Research and Public Health, 2020; 17(7): 2484.

Examining the Relationship Between Attitudes Toward E-Sports, Loneliness and Happines in High School Students

Year 2024, Volume: 26 Issue: 3, 558 - 564, 31.12.2024
https://doi.org/10.15314/tsed.1518207

Abstract

The main purpose of this study is to examine the relationships between high school students' attitudes towards e-sports and their loneliness and happiness levels. The research group consists of 360 high school students studying in high schools in Yozgat province in 2024. 175 (48.6%) of the participants were male and 185 (51.4%) were female. E-sports Attitude Scale, UCLA Loneliness Scale Short Form, Oxfort Happiness Scale Short Form were used as data collection tools. Descriptive statistics, Pearson correlation analysis and multiple linear regression analysis were used. According to the findings, a low level positive significant relationship was found between cognitive attitude, which is one of the attitudes towards e-sports, and loneliness and happiness. A moderate positive significant relationship was found between affective attitude and loneliness, and a low positive significant relationship was found with happiness. There was a moderate positive significant relationship between behavioral attitude and loneliness and a low positive significant relationship with happiness. It was concluded that affective and behavioral attitudes affect loneliness by 12%. As a result, it was observed that as high school students' attitudes towards e-sports increased, their feeling of loneliness increased and their happiness levels increased at a low level. Especially affective and behavioral attitudes were found to have an effect on loneliness by 12%. These findings suggest that e-sports may increase social isolation for some students, but it provides a low level increase in happiness levels.

References

  • 1. Adachi PJC, Willoughby T. Do video games promote positive youth development? Journal of Adolescent Research, 2013; 28(2): 155-165.
  • 2. Anderson CA, Dill KE. Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 2000; 78(4): 772-790.
  • 3. Cohen J. Statistical power analysis for the behavioral sciences. New York: Academic Press, 2013.
  • 4. Cook R.D, Weisberg S. Residuals and influence in regression. New York: Chapman and Hall, 1982.
  • 5. Creswell JW, Creswell JD. Research design: Qualitative, quantitative, and mixed methods approaches. California: Sage Publications, 2017.
  • 6. Doğan T, Çötok NA. Oxford mutluluk ölçeği kısa formunun Türkçe uyarlaması: Geçerlik ve güvenirlik çalışması. Türk Psikolojik Danışma ve Rehberlik Dergisi, 2011; 4(36): 165-172.
  • 7. Doğan T, Çötok, NA, Tekin EG. Reliability and validity of the Turkish Version of the UCLA Loneliness Scale (ULS-8) among university students. Procedia Social and Behavioral Sciences, 2011; 15(1): 2058-2062.
  • 8. Fraenkel JR, Wallen NE, Hyun HH. How to design and evaluate research in education (10th ed.). New York: McGraw-Hill Education, 2018.
  • 9. Freeman G, Wohn DY. E-sports as an emerging research context at CHI: Diverse perspectives on definitions [Internet]. 2017 [cited 2024 June 04]. Available from: https://researchwith.njit.edu/en/publications/esports-as- an-emerging-research-context-at-chi-diverse-perspectiv
  • 10. George D, Mallery P. IBM SPSS statistics 23 step by step: A simple guide and reference (13th ed.). New York: Routledge, 2016.
  • 11. Hamari J, Sjöblom M. What is eSports and why do people watch it? Internet Research, 2017; 27(2): 211-232.
  • 12. Hays RD, DiMatteo MR. A short form measure of loneliness. Journal of Personality Assesment, 1987; 52(1): 69-81.
  • 13. Hills P, Argyle M. The Oxford Happiness Questionnaire: A compact scale for the measurement of psychological well-being. Personality and Individual Differences, 2002; 33(7): 1073-1082.
  • 14. Hilvoorde IV, Pot N. Embodiment and fundamental motor skills in eSports. Sport, Ethics and Philosophy, 2016; 10(1): 14-27.
  • 15. Jonas JB, Wang NL, Wang YX, You QS, Xie XB, Yang DY, Xu L. Estimated trans‐lamina cribrosa pressure difference versus intraocular pressure as biomarker for open‐angle glaucoma. Acta Ophthalmologica, 2015; 93(1): 7-13.
  • 16. Kılınç, H., Fırat, M. Opinions of expert academicians on online data collection and voluntary participation in social sciences research. Educational Sciences: Theory & Practice, 2017; 17(5): 1461–1486.
  • 17. Kowert R, Oldmeadow JA. Playing for social comfort: Online video game play as a social accommodator for the insecurely attached. Computers in Human Behavior, 2015; 53: 556-566.
  • 18. Kowert R, Vogelgesang J, Festl R, Quandt T. Psychosocial causes and consequences of online video game play. Computers in Human Behavior, 2015; 45: 51-58.
  • 19. Lemmens JS, Valkenburg PM, Peter J. Psychosocial causes and consequences of pathological gaming. Computers in Human Behavior, 2011; 27(1): 144-152.
  • 20. Newzoo. Global Games Market Report 2020 [Internet]. 2020 [cited 2024 June 04] Available from: https://newzoo.com/resources/trend-reports/newzoo-global-games-market-report-2020-light-version
  • 21. Newzoo. Newzoo’s global esports & live streaming market report 2022 [Internet]. 2022 [cited 2024 June 04]. Available from: https://newzoo.com/resources/trend-reports/newzoo-global-esports-live-streaming- market-report-2022-free-version
  • 22. Pallant J. SPSS survival manual. United Kingdom: McGraw-Hill Education, 2013.
  • 23. Russell D, Peplau LA, Ferguson CE. The revised UCLA loneliness scale: Concurrent and discriminant validity evidence. Journal of Personality and Social Psychology, 1987; 39(3): 472-480.
  • 24. Savaş BÇ, Turan M. E-sports attitude scale: a study of validity and reliability. International Journal of Education Technology & Scientific Researches, 2023; 8(23): 1524-1561.
  • 25. Seo Y. Electronic sports: A new marketing landscape of the experience economy. Journal of Marketing Management, 2013; 29(13-14): 1542-1560.
  • 26. Statista. ESports audience size worldwide from 2020 to 2025 [Internet]. 2023 [cited 2024 June 04] Available from: https://www.statista.com/statistics/1109956/global-esports-audience/
  • 27. Statista. Esports market revenue worldwide from 2020 to 2025 [Internet]. 2022 [cited 2024 June 04]. Available from: https://www.statista.com/statistics/490522/global-esports-market-revenue/
  • 28. Tabachnick BG, Fidell LS, Ullman JB. Using multivariate statistics. Boston: Pearson, 2013.
  • 29. Taylor TL. Raising the stakes: E-sports and the professionalization of computer gaming. Cambridge: MIT Press, 2012.
  • 30. Wagner MG. On the scientific relevance of e-sports. In International Conference on Internet Computing, 2006; 6: 437-442.
  • 31. Wang C, Wang X. Does eSports participation influence subjective well-being? Evidence from Chinese college students. International Journal of Environmental Research and Public Health, 2020; 17(7): 2484.
There are 31 citations in total.

Details

Primary Language English
Subjects Sports Science and Exercise (Other)
Journal Section Articles
Authors

Kaan Doğan Yazan 0000-0002-6336-8190

Samet Sağ 0009-0000-2788-860X

Mehmet Yıldırım 0000-0002-9707-6540

Fatih Akgul 0000-0003-2400-8683

Publication Date December 31, 2024
Submission Date July 18, 2024
Acceptance Date December 30, 2024
Published in Issue Year 2024 Volume: 26 Issue: 3

Cite

APA Yazan, K. D., Sağ, S., Yıldırım, M., Akgul, F. (2024). Examining the Relationship Between Attitudes Toward E-Sports, Loneliness and Happines in High School Students. Turkish Journal of Sport and Exercise, 26(3), 558-564. https://doi.org/10.15314/tsed.1518207
AMA Yazan KD, Sağ S, Yıldırım M, Akgul F. Examining the Relationship Between Attitudes Toward E-Sports, Loneliness and Happines in High School Students. Turk J Sport Exe. December 2024;26(3):558-564. doi:10.15314/tsed.1518207
Chicago Yazan, Kaan Doğan, Samet Sağ, Mehmet Yıldırım, and Fatih Akgul. “Examining the Relationship Between Attitudes Toward E-Sports, Loneliness and Happines in High School Students”. Turkish Journal of Sport and Exercise 26, no. 3 (December 2024): 558-64. https://doi.org/10.15314/tsed.1518207.
EndNote Yazan KD, Sağ S, Yıldırım M, Akgul F (December 1, 2024) Examining the Relationship Between Attitudes Toward E-Sports, Loneliness and Happines in High School Students. Turkish Journal of Sport and Exercise 26 3 558–564.
IEEE K. D. Yazan, S. Sağ, M. Yıldırım, and F. Akgul, “Examining the Relationship Between Attitudes Toward E-Sports, Loneliness and Happines in High School Students”, Turk J Sport Exe, vol. 26, no. 3, pp. 558–564, 2024, doi: 10.15314/tsed.1518207.
ISNAD Yazan, Kaan Doğan et al. “Examining the Relationship Between Attitudes Toward E-Sports, Loneliness and Happines in High School Students”. Turkish Journal of Sport and Exercise 26/3 (December 2024), 558-564. https://doi.org/10.15314/tsed.1518207.
JAMA Yazan KD, Sağ S, Yıldırım M, Akgul F. Examining the Relationship Between Attitudes Toward E-Sports, Loneliness and Happines in High School Students. Turk J Sport Exe. 2024;26:558–564.
MLA Yazan, Kaan Doğan et al. “Examining the Relationship Between Attitudes Toward E-Sports, Loneliness and Happines in High School Students”. Turkish Journal of Sport and Exercise, vol. 26, no. 3, 2024, pp. 558-64, doi:10.15314/tsed.1518207.
Vancouver Yazan KD, Sağ S, Yıldırım M, Akgul F. Examining the Relationship Between Attitudes Toward E-Sports, Loneliness and Happines in High School Students. Turk J Sport Exe. 2024;26(3):558-64.

Turkish Journal of Sport and Exercise is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License (CC BY NC).