Review Article
BibTex RIS Cite

Dijital Serbest Zaman Etkinliklerine Katılım Amaçları: Ölçek Geliştirme Çalışması

Year 2022, Volume: 3 Issue: 3, 11 - 28, 31.12.2022

Abstract

Bu çalışmanın amacı bireylerin dijital teknolojileri kullanarak katıldığı serbest zaman etkinliklerinin “dijital serbest zaman” etkinliği olarak ele alınması; dijital serbest zaman etkinliklerine katılım amaçlarının belirlenmesi ve ölçümü amacıyla geçerli ve güvenilir bir ölçme aracının test edilerek literatüre kazandırılmasıdır. Bu amaç doğrultusunda 45 maddelik havuz oluşturularak spor bilimleri ve sosyal bilimler alanında 5 uzmanın değerlendirilmesine sunulmuştur. Alınan geri bildirimler doğrultusunda 13 madde havuzdan çıkarılmış ve kalan maddeler için gerekli düzenlemeler yapılarak ölçeğin kapsam geçerliliği sağlanmıştır. Ölçeğin yapısının belirlenmesi amacıyla 454 katılımcı (Yaş Ort.= 20.802.208) ile SPSS.25 paket programı kullanılarak AFA gerçekleştirilmiştir. AFA sonucunda toplam varyansın %57,475’sini açıklayan 4 faktörlü bir yapı ortaya konmuştur. Yapının doğrulanması amacıyla farklı bir örneklem grubu üzerinde (417 katılımcı; Yaş Ort..= 20.87±2.223) gerçekleştirilen DFA, AMOS.21 paket programı kullanılarak test edilmiştir. DFA sonucun 24 madde ve 4 faktörden (oyun, eğlence, sosyalleşme ve iletişim) oluşan yapının uyum iyiliği değerlerinin kabul edilebilir değerler olduğu tespit edilmiştir. Yakınsak ve ıraksak geçerliği, AVE ve CR değerleri ile iç tutarlık katsayıları incelenen Dijital Serbest Zaman Katılım Amaçları Ölçeği’nin (DSZ-KAÖ) geçerli ve güvenilir bir yapı sahip olduğu tespit edilmiştir.

References

  • Adam, I. (2019). Digital leisure engagement and concerns among inbound tourists in Ghana. Journal of Outdoor Recreation and Tourism, 26, 13-22. https://doi.org/10.1016/j.jort.2019.03.001
  • Adiloğulları, İ, ve Görgülü, R. (2015). Sporda Duygusal Zeka Envanteri 'nin uyarlama çalışması. International Journal of Sport Exercise and Training Sciences - IJSETS, 1(2), 83-94. https://doi.org/10.18826/ijsets.05333.
  • Akyıldız, M. (2015). Özel gereksinimli bireylere yönelik elektronik boş zaman aktivitelerinin psikososyal etkilerine yönelik bir proje. III. Rekreasyon Araştırmaları Kongresi, 5-7 Kasım 2015, Eskişehir.
  • Alonso Ruiz, R. A., Sáenz de Jubera Ocón, M., Valdemoros San Emeterio, M. Á., ve Ponce de León, A. (2022). Digital leisure: an opportunity for intergenerational well-being in times of pandemic? https://doi.org/10.7821/naer.2022.1.806
  • Arora, P. (2013). Global cities: Global parks: Globalizing of digital leisure networks. Paper presented at The Shape of Diversity to Come: Global Community, Global Archipelago, or a New Civility Conference at the Erasmus University Rotterdam, The Netherlands (Jan 25-27).
  • Arora, P. ve Rangaswamy, N. (2013) (Forthcoming). Digital leisure for development: Reframing new media practice in the global south. Media, Culture & Society. Arora, P. (2011). Online social sites as virtual parks: An investigation into leisure online and offline. The Information Society, 27(2), 113-120.
  • Aydoğan, F. (2017). Dijital çağın çocuklarının serbest zamanı. Trt Akademi, 2(4), 604-607. Bae, Y. (2013). Chaotic phenomena in addiction model for digital leisure. International Journal of Fuzzy Logic and Intelligent Systems, 13(4), 291-297. http://dx.doi.org/10.5391/IJFIS.2013.13.4.291
  • Bagozzi, R. P., ve Yi, Y. (1988). On the evaluation of structural equation models. Journal of the Academy of Marketing Science, 16(1), 74–94.
  • Blanco, A. V. (2015). The transformation of leisure in the digital age. Eds. Barış Çoban In; Social media and social movements: The transformation of communication patterns, ss. 165-179.
  • Boudreau, K. ve MConsalvo, M. (2014). Families and social network games. Information, Communication & Society, 17(9), 1118-1130. https://doi.org/10.1080/1369118X.2014.882964
  • Boyle, E. A., Connolly, T. M., Hainey, T., ve Boyle, J. M. (2012). Engagement in digital entertainment games: A systematic review. Computers in human behavior, 28(3), 771- 780.
  • Brennen, J. S., ve Kreiss, D. (2016). Digitalization. The international encyclopedia of communication theory and philosophy, 1-11.
  • Bryce, J. (2001). The technological transformation of leisure. Social Science Computer Review, 19(1), 7-16. https://doi.org/10.1177/089443930101900102
  • Büyüköztürk, Ş. (2016). Sosyal bilimler için veri ve analizi el kitabı : istatistik, araştırma deseni, SPSS uygulamaları ve yorum. Pegem Yayıncılık: Ankara.
  • Büyüköztürk, Ş. (2018). Sosyal bilimler için veri analizi el kitabı . Ankara: Pegem Atıf İndeksi.
  • Cushman, G., Veal, A. J., ve Zuzamek, J. (2005). Free time and leisure participation international perspectives. CABI.
  • Carnicelli, S., McGillivray, D., ve McPherson, G. (Eds.). (2017). Digital leisure cultures: Critical perspectives. New York: Routledge.
  • Churchill Jr, G. A. (1979). A paradigm for developing better measures of marketing constructs. Journal of marketing research, 16(1), 64-73.
  • Crandall, R. (1979). Social interaction, affect and leisure. Journal of Leisure Research, 11(3), 165-181.
  • Crawford, G. (2020). Virtual leisure. In Routledge Handbook of Leisure Studies (pp. 560- 570). Routledge.
  • Çokluk, Ö., Şekercioğlu, G., ve Büyüköztürk , Ş. (2016). Sosyal bilimler ı̇çin ço k değişkenli ı̇statistik SPSS ve LISREL uygulamaları. 4. Baskı, Pegem Akademi. Ankara.
  • De Vellis, R. F. (2012). Ölçek geliştirme: kuram ve uygulamalar (Ed.Tarık Totan), Ankara: Nobel Yayıncılık.
  • DeVellis, R. F. (2017). Ölçek geliştirme kuram ve uygulamalar. Çev: Totan ve ark. Ankara:Nobel Yayınevi
  • Eklund, L. (2012). The sociality of gaming: A mixed methods approach to understanding digital gaming as a social leisure activity (Doctoral dissertation, Acta Universitatis Stockholmiensis).
  • Fornell, C., ve Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18, 39–50.
  • Gallistl, V., ve Nimrod, G. (2019). Online leisure and wellbeing in later life. In Perspectives on human-computer interaction research with older people (pp. 139-154). Springer, Cham.
  • Güncan, Ö. (2021). Elektronik boş zaman uygulamaları “Sanal Rekreasyon” mudur yoksa “Dijital Rekreasyon” mu?. Sosyal, Beşerî ve İdari Bilimler Dergisi, 4(2), 163-181.
  • Green, E., ve Adam, A. (1998) On‐line leisure: Gender, and ICTs in the home. Information Communication & Society, 1(3), 291-312, https://doi.org/10.1080/13691189809358971
  • Hagberg, J., Sundstrom, M., ve Egels-Zandén, N. (2016). The digitalization of retailing: an exploratory framework. International Journal of Retail & Distribution Management.
  • Hair, J. F., Black, W. C., Babin, B., Anderson, R. E., ve Tatham, R. L. (2006). Multivariate data analysis (Sixth edition). Upper Saddle River, NJ: Prentice-Hall.
  • Hatcher, L. (1994). A step-by-step approach to using the SAS system for factor analysis and structural equation modeling. Cary, NC: The SAS Institute.
  • Hinkin, T. R. (1995). Örgütler araştırmasında ölçek geliştirme uygulamalarına bir bakış . Yönetim Dergisi, 21, 967-988.
  • Ho, C. H., ve Cho, Y. H. (2021). Social media as a pathway to leisure: digital leisure culture among new mothers with young children in Taiwan. Leisure Sciences, 1-19. https://doi.org/10.1080/01490400.2021.2007823
  • Hoff, A. E., ve Ellis, G. D. (1992). Influence of agents of leisure socialization on leisure selfefficacy of university students. Journal of Leisure Research, 24(2), 114-126.
  • Hooper, D., Coughlan, J., ve Mullen, M. R. (2008). structural equation modelling: guidelines for determining model fit. Electronic Journal of Business Research Methods, 6(1), 53- 60.
  • Hu, L. T., ve Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives. Structural Equation Modeling, 6, 1–55.
  • Huizinga, J. (2020). Homo-ludens oyunun toplumsal işlevi üzerine bir deneme. Çev. Mehmet Ali Kılıçbay, Ayrıntı Yayınları: İstanbul.
  • Hsu, C. L., ve Lu, H. P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information & management, 41(7), 853-868.
  • Juniu, S. (2009). The transformation of leisure. Leisure/Loisir, 33(2), 463-478. https://doi.org/10.1080/14927713.2009.9651449
  • Kalaycı, Ş. (2018). Faktör analizi , Kalaycı Ş . (Ed.) içinde SPSS uygulamalı çok değişkenli ı̇statistik teknikleri, 8. Baskı. Ankara: Dinamik Akademi.
  • Kelly, J. R. (1977). Leisure socialization: Replication and extension. Journal of Leisure Research, 9(2), 121-132.
  • Kuoppamäki, S. M., Taipale, S., ve Wilska, T. A. (2017). The use of mobile technology for online shopping and entertainment among older adults in Finland. Telematics and Informatics, 34(4), 110-117.
  • Layland, E. K., Peets, J. O., Hodge, C. J., ve Glaza, M. (2021). Sibling relationship quality in the context of digital leisure and geographic distance for college-attending emerging adults. Journal of leisure research, 52(3), 307-329. https://doi.org/10.1080/00222216.2021.1899778
  • López-Sintas, J., Rojas-DeFrancisco, L., ve García-Álvarez, E. (2017). Home-based digital leisure: Doing the same leisure activities, but digital. Cogent Social Sciences, 3(1), 1309741. https://doi.org/10.1080/23311886.2017.1309741
  • McCauley, B., Nguyen, T. H. T., McDonald, M., ve Wearing, S. (2020). Digital gaming culture in Vietnam: an exploratory study. Leisure Studies, 39(3), 372-386.
  • Meier, J. V., Noel, J. A., ve Kaspar, K. (2021). Alone together: computer-mediated communication in leisure time during and after the COVID-19 pandemic. Frontiers in Psychology, 12, 666655.
  • Musik, C., ve Bogner, A. (2019). Book title: Digitalization & society. Österreichische Zeitschrift für Soziologie, 44(1), 1-14.
  • Mokhtarian, P. L., Salomon, I., ve Handy, S. L. (2006). The impacts of ICT on leisure activities and travel: a conceptual exploration. Transportation, 33(3), 263-289.
  • Nimrod, G., ve Adoni, H. (2012) Conceptualizing E-leisure, Loisir et Société / Society and Leisure, 35(1), 31-56, https://doi.org/10.1080/07053436.2012.10707834
  • Nunnally, J, C. ve Berustein, I. H. (1994). Psychometric theory (3rd edn), 248-292. New York: McGraw Hill.
  • Pantea, S., ve Martens, B. (2016). The value of the Internet as entertainment in five European countries. Journal of Media Economics, 29(1), 16-30.
  • Redhead, S. (2016) Afterword: a new digital Leisure Studies for Theoretical Times, Leisure Studies, 35(6), 827-834, https://doi.org/10.1080/02614367.2016.1231832
  • Rojas de Francisco, L., López-Sintas, J., ve García-Álvarez, E. (2016). Social leisure in the digital age. Loisir et Société/Society and Leisure, 39(2), 258-273.
  • Ron, Y., ve Nimrod, G. (2018). Digital negotiation: Online leisure in coping with gender stereotypes. Leisure Sciences, 40(4), 251-266. https://doi.org/10.1080/01490400.2018.1426506
  • Schermelleh-Engel, K. ve Moosbruger, El Müller, H. (2003). Evaluating the fit of structural equation models: tests of significance and descriptive goodness-of-fit measures. Methods of Psychological Research Online, 8(2), 23-74.
  • Schultz, C. S., ve McKeown, J. K. (2018). Introduction to the special issue: Toward “digital leisure studies”. Leisure Sciences, 40(4), 223-238. https://doi.org/10.1080/01490400.2018.1441768
  • Schumacker, R. E., ve Lomax, R. G. (2016). A beginner’s guide to structural equation monitoring. Fourth Edition, New York: Routledge.
  • Sharaievska, I. (2017). Updating the family operating system: A literature review of information communication technology and family leisure. Leisure Sciences, 39(5), 400-414.
  • Silk, M., Millington, B., Rich, E., ve Bush, A. (2016). (Re-) thinking digital leisure. Leisure Studies, 35(6), 712-723. https://doi.org/10.1080/02614367.2016.1240223
  • Sintas, J. L., De Francisco, L. R., ve Álvarez, E. G. (2015). The nature of leisure revisited: An interpretation of digital leisure. Journal of Leisure Research, 47(1), 79-101. https://doi.org/10.1080/00222216.2015.11950352
  • Spracklen, K. (2015). Digital leisure, the internet and popular culture: Communities and identities in a digital age. Springer. Palgrave Macmillan, London. https://doi.org/10.1057/9781137405876
  • Stebbins, R. A. (2016). The interrelationship of leisure and play: Play as leisure, leisure as play. Springer.
  • Stollfuß, S. (2020). Communitainment on Instagram: Fitness content and community-driven communication as social media entertainment. SAGE Open, 10(2), 2158244020919535.
  • Tabachnick, B. G., ve L. S. Fidell. (2007). Using multivariate statistics. Boston, MA: Allyn & Bacon.
  • Tabachnick, B. G. ve Fidell, L. S. (2013). Using multivariate statistics. Sixth Edition. Boston Pearson.
  • Takatalo, J., Häkkinen, J., Kaistinen, J., ve Nyman, G. (2010). Presence, involvement, and flow in digital games. In Evaluating user experience in games (pp. 23-46). Springer, London.
  • Tham, A. (2019). Rainbows looming large: digital leisure and youth innovation. World Leisure Journal, 61(3), 170-182. https://doi.org/10.1080/16078055.2019.1639273
  • Valtchanov, B. L., ve Parry, D. C. (2017). “I like my peeps”: Diversifying the net generation's digital leisure. Leisure Sciences, 39(4), 336-354. https://doi.org/10.1080/01490400.2016.1203846
  • Yıldırım Şimşek, K., ve Çevik, H. (2020). Development of the leisure activity participation scale (LAPS). Loisir et Société/Society and Leisure, 43(1), 98-115.
  • Whitty, M. T., ve McLaughlin, D. (2007). Online recreation: The relationship between loneliness, Internet self-efficacy and the use of the Internet for entertainment purposes. Computers in human behavior, 23(3), 1435-1446.
  • Wood, L., Hoeber, O., Snelgrove, R., ve Hoeber, L. (2019). Computer science meets digital leisure: Multiple perspectives on social media and eSport collaborations. Journal of Leisure Research, 50(5), 425-437. https://doi.org/10.1080/00222216.2019.1594466
Year 2022, Volume: 3 Issue: 3, 11 - 28, 31.12.2022

Abstract

References

  • Adam, I. (2019). Digital leisure engagement and concerns among inbound tourists in Ghana. Journal of Outdoor Recreation and Tourism, 26, 13-22. https://doi.org/10.1016/j.jort.2019.03.001
  • Adiloğulları, İ, ve Görgülü, R. (2015). Sporda Duygusal Zeka Envanteri 'nin uyarlama çalışması. International Journal of Sport Exercise and Training Sciences - IJSETS, 1(2), 83-94. https://doi.org/10.18826/ijsets.05333.
  • Akyıldız, M. (2015). Özel gereksinimli bireylere yönelik elektronik boş zaman aktivitelerinin psikososyal etkilerine yönelik bir proje. III. Rekreasyon Araştırmaları Kongresi, 5-7 Kasım 2015, Eskişehir.
  • Alonso Ruiz, R. A., Sáenz de Jubera Ocón, M., Valdemoros San Emeterio, M. Á., ve Ponce de León, A. (2022). Digital leisure: an opportunity for intergenerational well-being in times of pandemic? https://doi.org/10.7821/naer.2022.1.806
  • Arora, P. (2013). Global cities: Global parks: Globalizing of digital leisure networks. Paper presented at The Shape of Diversity to Come: Global Community, Global Archipelago, or a New Civility Conference at the Erasmus University Rotterdam, The Netherlands (Jan 25-27).
  • Arora, P. ve Rangaswamy, N. (2013) (Forthcoming). Digital leisure for development: Reframing new media practice in the global south. Media, Culture & Society. Arora, P. (2011). Online social sites as virtual parks: An investigation into leisure online and offline. The Information Society, 27(2), 113-120.
  • Aydoğan, F. (2017). Dijital çağın çocuklarının serbest zamanı. Trt Akademi, 2(4), 604-607. Bae, Y. (2013). Chaotic phenomena in addiction model for digital leisure. International Journal of Fuzzy Logic and Intelligent Systems, 13(4), 291-297. http://dx.doi.org/10.5391/IJFIS.2013.13.4.291
  • Bagozzi, R. P., ve Yi, Y. (1988). On the evaluation of structural equation models. Journal of the Academy of Marketing Science, 16(1), 74–94.
  • Blanco, A. V. (2015). The transformation of leisure in the digital age. Eds. Barış Çoban In; Social media and social movements: The transformation of communication patterns, ss. 165-179.
  • Boudreau, K. ve MConsalvo, M. (2014). Families and social network games. Information, Communication & Society, 17(9), 1118-1130. https://doi.org/10.1080/1369118X.2014.882964
  • Boyle, E. A., Connolly, T. M., Hainey, T., ve Boyle, J. M. (2012). Engagement in digital entertainment games: A systematic review. Computers in human behavior, 28(3), 771- 780.
  • Brennen, J. S., ve Kreiss, D. (2016). Digitalization. The international encyclopedia of communication theory and philosophy, 1-11.
  • Bryce, J. (2001). The technological transformation of leisure. Social Science Computer Review, 19(1), 7-16. https://doi.org/10.1177/089443930101900102
  • Büyüköztürk, Ş. (2016). Sosyal bilimler için veri ve analizi el kitabı : istatistik, araştırma deseni, SPSS uygulamaları ve yorum. Pegem Yayıncılık: Ankara.
  • Büyüköztürk, Ş. (2018). Sosyal bilimler için veri analizi el kitabı . Ankara: Pegem Atıf İndeksi.
  • Cushman, G., Veal, A. J., ve Zuzamek, J. (2005). Free time and leisure participation international perspectives. CABI.
  • Carnicelli, S., McGillivray, D., ve McPherson, G. (Eds.). (2017). Digital leisure cultures: Critical perspectives. New York: Routledge.
  • Churchill Jr, G. A. (1979). A paradigm for developing better measures of marketing constructs. Journal of marketing research, 16(1), 64-73.
  • Crandall, R. (1979). Social interaction, affect and leisure. Journal of Leisure Research, 11(3), 165-181.
  • Crawford, G. (2020). Virtual leisure. In Routledge Handbook of Leisure Studies (pp. 560- 570). Routledge.
  • Çokluk, Ö., Şekercioğlu, G., ve Büyüköztürk , Ş. (2016). Sosyal bilimler ı̇çin ço k değişkenli ı̇statistik SPSS ve LISREL uygulamaları. 4. Baskı, Pegem Akademi. Ankara.
  • De Vellis, R. F. (2012). Ölçek geliştirme: kuram ve uygulamalar (Ed.Tarık Totan), Ankara: Nobel Yayıncılık.
  • DeVellis, R. F. (2017). Ölçek geliştirme kuram ve uygulamalar. Çev: Totan ve ark. Ankara:Nobel Yayınevi
  • Eklund, L. (2012). The sociality of gaming: A mixed methods approach to understanding digital gaming as a social leisure activity (Doctoral dissertation, Acta Universitatis Stockholmiensis).
  • Fornell, C., ve Larcker, D. F. (1981). Evaluating structural equation models with unobservable variables and measurement error. Journal of Marketing Research, 18, 39–50.
  • Gallistl, V., ve Nimrod, G. (2019). Online leisure and wellbeing in later life. In Perspectives on human-computer interaction research with older people (pp. 139-154). Springer, Cham.
  • Güncan, Ö. (2021). Elektronik boş zaman uygulamaları “Sanal Rekreasyon” mudur yoksa “Dijital Rekreasyon” mu?. Sosyal, Beşerî ve İdari Bilimler Dergisi, 4(2), 163-181.
  • Green, E., ve Adam, A. (1998) On‐line leisure: Gender, and ICTs in the home. Information Communication & Society, 1(3), 291-312, https://doi.org/10.1080/13691189809358971
  • Hagberg, J., Sundstrom, M., ve Egels-Zandén, N. (2016). The digitalization of retailing: an exploratory framework. International Journal of Retail & Distribution Management.
  • Hair, J. F., Black, W. C., Babin, B., Anderson, R. E., ve Tatham, R. L. (2006). Multivariate data analysis (Sixth edition). Upper Saddle River, NJ: Prentice-Hall.
  • Hatcher, L. (1994). A step-by-step approach to using the SAS system for factor analysis and structural equation modeling. Cary, NC: The SAS Institute.
  • Hinkin, T. R. (1995). Örgütler araştırmasında ölçek geliştirme uygulamalarına bir bakış . Yönetim Dergisi, 21, 967-988.
  • Ho, C. H., ve Cho, Y. H. (2021). Social media as a pathway to leisure: digital leisure culture among new mothers with young children in Taiwan. Leisure Sciences, 1-19. https://doi.org/10.1080/01490400.2021.2007823
  • Hoff, A. E., ve Ellis, G. D. (1992). Influence of agents of leisure socialization on leisure selfefficacy of university students. Journal of Leisure Research, 24(2), 114-126.
  • Hooper, D., Coughlan, J., ve Mullen, M. R. (2008). structural equation modelling: guidelines for determining model fit. Electronic Journal of Business Research Methods, 6(1), 53- 60.
  • Hu, L. T., ve Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives. Structural Equation Modeling, 6, 1–55.
  • Huizinga, J. (2020). Homo-ludens oyunun toplumsal işlevi üzerine bir deneme. Çev. Mehmet Ali Kılıçbay, Ayrıntı Yayınları: İstanbul.
  • Hsu, C. L., ve Lu, H. P. (2004). Why do people play on-line games? An extended TAM with social influences and flow experience. Information & management, 41(7), 853-868.
  • Juniu, S. (2009). The transformation of leisure. Leisure/Loisir, 33(2), 463-478. https://doi.org/10.1080/14927713.2009.9651449
  • Kalaycı, Ş. (2018). Faktör analizi , Kalaycı Ş . (Ed.) içinde SPSS uygulamalı çok değişkenli ı̇statistik teknikleri, 8. Baskı. Ankara: Dinamik Akademi.
  • Kelly, J. R. (1977). Leisure socialization: Replication and extension. Journal of Leisure Research, 9(2), 121-132.
  • Kuoppamäki, S. M., Taipale, S., ve Wilska, T. A. (2017). The use of mobile technology for online shopping and entertainment among older adults in Finland. Telematics and Informatics, 34(4), 110-117.
  • Layland, E. K., Peets, J. O., Hodge, C. J., ve Glaza, M. (2021). Sibling relationship quality in the context of digital leisure and geographic distance for college-attending emerging adults. Journal of leisure research, 52(3), 307-329. https://doi.org/10.1080/00222216.2021.1899778
  • López-Sintas, J., Rojas-DeFrancisco, L., ve García-Álvarez, E. (2017). Home-based digital leisure: Doing the same leisure activities, but digital. Cogent Social Sciences, 3(1), 1309741. https://doi.org/10.1080/23311886.2017.1309741
  • McCauley, B., Nguyen, T. H. T., McDonald, M., ve Wearing, S. (2020). Digital gaming culture in Vietnam: an exploratory study. Leisure Studies, 39(3), 372-386.
  • Meier, J. V., Noel, J. A., ve Kaspar, K. (2021). Alone together: computer-mediated communication in leisure time during and after the COVID-19 pandemic. Frontiers in Psychology, 12, 666655.
  • Musik, C., ve Bogner, A. (2019). Book title: Digitalization & society. Österreichische Zeitschrift für Soziologie, 44(1), 1-14.
  • Mokhtarian, P. L., Salomon, I., ve Handy, S. L. (2006). The impacts of ICT on leisure activities and travel: a conceptual exploration. Transportation, 33(3), 263-289.
  • Nimrod, G., ve Adoni, H. (2012) Conceptualizing E-leisure, Loisir et Société / Society and Leisure, 35(1), 31-56, https://doi.org/10.1080/07053436.2012.10707834
  • Nunnally, J, C. ve Berustein, I. H. (1994). Psychometric theory (3rd edn), 248-292. New York: McGraw Hill.
  • Pantea, S., ve Martens, B. (2016). The value of the Internet as entertainment in five European countries. Journal of Media Economics, 29(1), 16-30.
  • Redhead, S. (2016) Afterword: a new digital Leisure Studies for Theoretical Times, Leisure Studies, 35(6), 827-834, https://doi.org/10.1080/02614367.2016.1231832
  • Rojas de Francisco, L., López-Sintas, J., ve García-Álvarez, E. (2016). Social leisure in the digital age. Loisir et Société/Society and Leisure, 39(2), 258-273.
  • Ron, Y., ve Nimrod, G. (2018). Digital negotiation: Online leisure in coping with gender stereotypes. Leisure Sciences, 40(4), 251-266. https://doi.org/10.1080/01490400.2018.1426506
  • Schermelleh-Engel, K. ve Moosbruger, El Müller, H. (2003). Evaluating the fit of structural equation models: tests of significance and descriptive goodness-of-fit measures. Methods of Psychological Research Online, 8(2), 23-74.
  • Schultz, C. S., ve McKeown, J. K. (2018). Introduction to the special issue: Toward “digital leisure studies”. Leisure Sciences, 40(4), 223-238. https://doi.org/10.1080/01490400.2018.1441768
  • Schumacker, R. E., ve Lomax, R. G. (2016). A beginner’s guide to structural equation monitoring. Fourth Edition, New York: Routledge.
  • Sharaievska, I. (2017). Updating the family operating system: A literature review of information communication technology and family leisure. Leisure Sciences, 39(5), 400-414.
  • Silk, M., Millington, B., Rich, E., ve Bush, A. (2016). (Re-) thinking digital leisure. Leisure Studies, 35(6), 712-723. https://doi.org/10.1080/02614367.2016.1240223
  • Sintas, J. L., De Francisco, L. R., ve Álvarez, E. G. (2015). The nature of leisure revisited: An interpretation of digital leisure. Journal of Leisure Research, 47(1), 79-101. https://doi.org/10.1080/00222216.2015.11950352
  • Spracklen, K. (2015). Digital leisure, the internet and popular culture: Communities and identities in a digital age. Springer. Palgrave Macmillan, London. https://doi.org/10.1057/9781137405876
  • Stebbins, R. A. (2016). The interrelationship of leisure and play: Play as leisure, leisure as play. Springer.
  • Stollfuß, S. (2020). Communitainment on Instagram: Fitness content and community-driven communication as social media entertainment. SAGE Open, 10(2), 2158244020919535.
  • Tabachnick, B. G., ve L. S. Fidell. (2007). Using multivariate statistics. Boston, MA: Allyn & Bacon.
  • Tabachnick, B. G. ve Fidell, L. S. (2013). Using multivariate statistics. Sixth Edition. Boston Pearson.
  • Takatalo, J., Häkkinen, J., Kaistinen, J., ve Nyman, G. (2010). Presence, involvement, and flow in digital games. In Evaluating user experience in games (pp. 23-46). Springer, London.
  • Tham, A. (2019). Rainbows looming large: digital leisure and youth innovation. World Leisure Journal, 61(3), 170-182. https://doi.org/10.1080/16078055.2019.1639273
  • Valtchanov, B. L., ve Parry, D. C. (2017). “I like my peeps”: Diversifying the net generation's digital leisure. Leisure Sciences, 39(4), 336-354. https://doi.org/10.1080/01490400.2016.1203846
  • Yıldırım Şimşek, K., ve Çevik, H. (2020). Development of the leisure activity participation scale (LAPS). Loisir et Société/Society and Leisure, 43(1), 98-115.
  • Whitty, M. T., ve McLaughlin, D. (2007). Online recreation: The relationship between loneliness, Internet self-efficacy and the use of the Internet for entertainment purposes. Computers in human behavior, 23(3), 1435-1446.
  • Wood, L., Hoeber, O., Snelgrove, R., ve Hoeber, L. (2019). Computer science meets digital leisure: Multiple perspectives on social media and eSport collaborations. Journal of Leisure Research, 50(5), 425-437. https://doi.org/10.1080/00222216.2019.1594466
There are 71 citations in total.

Details

Primary Language Turkish
Subjects Physical Training and Sports Pedagogy
Journal Section 2022 Cilt: 3 Sayı : 3
Authors

Batuhan Er This is me

Recep Cengiz This is me

Publication Date December 31, 2022
Published in Issue Year 2022 Volume: 3 Issue: 3

Cite

APA Er, B., & Cengiz, R. (2022). Dijital Serbest Zaman Etkinliklerine Katılım Amaçları: Ölçek Geliştirme Çalışması. Uluslararası Bozok Spor Bilimleri Dergisi, 3(3), 11-28.