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Dijital Tutsak: Dijital Bağımlılığın Teknolojik Spor Ürünleri Bağımlılığına Etkisi

Yıl 2025, Cilt: 3 Sayı: 2, 64 - 81, 31.12.2025
https://doi.org/10.71243/dksbd.1762049
https://izlik.org/JA93BE93PW

Öz

Bu çalışmada, dijital bağımlılığın teknolojik spor ürünleri bağımlılığının üzerine etkilerinin incelenmesi amaçlanmaktadır. Bu amaç doğrultusunda, tarama modeli kullanılarak kesitsel bir çalışma gerçekleştirilmiştir. Çalışma ilişkisel tarama modeli kapsamında kesitsel olarak yürütülmüştür. Örneklem gurubunu ise kolayda örnekleme yöntemi ile belirlenmiş ….. Üniversitesi Spor Bilimleri Fakültesinde öğrenim gören 338 öğrenci oluşturmaktadır. Araştırmada, veri toplama amacıyla “Kişisel Bilgi Formu”, “Dijital Bağımlılık Ölçeği” ve “Teknolojik Spor Ürünleri Bağımlılığı Ölçeği” kullanılmıştır. Çalışma kapsamında toplanan verilerin analizi SPSS 25.0 paket programı ile yapılmıştır. Verilerin analizinde çalışma amacına uygun olarak iki grup karşılaştırmalarında Bağımsız Örneklemler t-Testi, üç ve daha fazla grup karşılaştırmalarında Tek Yönlü ANOVA ve değişkenler arasındaki ilişkiyi incelemek için Pearson Korelasyon Testi kullanılmıştır. Elde edilen bulgulara göre, dijital bağımlılık ve teknolojik spor ürünleri bağımlılığı cinsiyet, yaş, teknolojik araç kullanımı ve dijital ortamlarda geçirilen süreye göre istatiksel olarak anlamlı farklılık göstermektedir. Sonuçlar erkeklerin kadınlara göre dijital bağımlılığının ve teknolojik spor ürünleri bağımlılığının daha yüksek düzeyde olduğunu göstermektedir. 21 yaş ve altı bireylerde dijital bağımlılık düzeyleri artmaktadır. 21 yaş ve üstü bireylerde ise teknolojik spor ürünleri bağımlılığı düzeyleri artmaktadır. Sonuç olarak bireylerin dijital bağımlılık düzeyleri artıkça teknolojik spor ürünleri bağımlılığı düzeyleri de artmaktadır.

Kaynakça

  • Aaker, D. A., Kumar, V., & Day, G.S. (2007). Marketing research (9. Edition). John Wiley & Sons, Danvers.
  • Almourad, M. B., McAlaney, J., Skinner, T., Pleya, M., & Ali, R. (2020). Defining digital addiction: Key features from the literature. Psihologija, 53(3), 237-253. https://doi.org/10.2298/PSI191029017A
  • Balcı, Ş., & Kaya, E. (2023). Yaşantısal kaçınma ile dijital bağımlılık ilişkisinde dijital araç kullanımının aracılık rolü. Türkiye İletişim Araştırmaları Dergisi, 44, 1-22. https://doi.org/10.17829/turcom.1194744
  • Bucci, S., Schwannauer, M., & Berry, N. (2019). The digital revolution and its impact on mental health care. Psychology and Psychotherapy: Theory, Research and Practice, 92(2), 277-297. https://doi.org/10.1111/papt.12222
  • Büyüköztürk, Ş., Çakmak, E. K., Akgün, Ö. E., Karadeniz, Ş., & Demirel, F. (2024). Bilimsel araştırma yöntemleri. Pegem Akademi.
  • Cai, L., Huang, Z., Feng, Q., Chang, X., & Yan, K. (2023). Co-transformation of digital health and esport in metaverse: Moderating effects of digital personality on mental health in multiplayer online battle arena (MOBA). International Journal of Environmental Research and Public Health, 20(1), 760. https://doi.org/10.3390/ijerph20010760
  • Ceyhan, M. A., & Çakir, Z. (2021). Examination of Fear of Missing Out (FOMO) States of Students Who Study at the School of Physical Education and Sports in Terms of Some Variables. Education Quarterly Reviews, 4(4), 419-427.
  • Choi, K., Son, H., Park, M., Han, J., Kim, K., Lee, B., & Gwak, H. (2009). Internet overuse and excessive daytime sleepiness in adolescents. Psychiatry and Clinical Neurosciences, 63(4), 455-462. https://doi.org/10.1111/j.1440-1819.2009.01925.x
  • Christensen, L. B., Johnson, R. B., & Turner, L. A. (2015). Araştırma yöntemleri desen ve analiz (Çev. Edt: Ahmet Aypay). Anı Yayıncılık.
  • Coşkuntürk, O. S., Kurcan, K., Yel, K., & Güzel, S. (2023). Teknolojik gelişmelerin hareketsiz yaşama ve çocuklarda psiko-motor gelişime etkileri. Dede Korkut Spor Bilimleri Dergisi, 1(1), 48-59. https://dergipark.org.tr/en/pub/dksbd/article/1309808
  • Çar, B., Kurtoğlu, A., Dokuzoğlu, G., Metin, S. N., & Uzgur, K. (2025). Teknolojik spor ürünleri bağımlılığı ölçeği (TSÜBÖ): Geçerlik ve güvenirlik çalışması. MANAS Sosyal Araştırmalar Dergisi, 14(1), 293-302. https://doi.org/10.33206/mjss.1379007
  • Dickenson, V. L. (2021). Games, gamification, and eSports intersections within digital and online learning. In Handbook of Research on Pathways and Opportunities into the Business of Esports (pp. 128-148). IGI Global Scientific Publishing. https://doi.org/10.4018/978-1-7998-7300-6.ch00
  • Field, A. (2013). Discovering statistics using IBM SPSS (4th ed.). Sage.
  • Foroughi, B., Griffiths, M. D., Iranmanesh, M., & Salamzadeh, Y. (2022). Associations between Instagram addiction, academic performance, social anxiety, depression, and life satisfaction among university students. International Journal of Mental Health and Addiction, 20(4), 2221-2242. https://doi.org/10.1007/s11469-021-00510-5
  • Jeong, J. H., & Bae, S. M. (2022). The relationship between types of smartphone use, digital literacy, and smartphone addiction in the elderly. Psychiatry Investigation, 19(10), 832-839. https://doi.org/10.30773/pi.2021.0400
  • Kılıç, H. Ö. (2017). Giyilebilir teknoloji ürünleri pazarı ve kullanım alanları. Aksaray Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi, 9(4), 99-112.
  • Kim, T., Chiu, W., & Chow, M. K. F. (2019). Sport technology consumers: Segmenting users of sports wearable devices based on technology readiness. Sport, Business and Management: An International Journal, 9(2), 134-145. https://doi.org/10.1108/SBM-02-2018-0011
  • Kukar-Kinney, M., Scheinbaum, A. C., & Schaefers, T. (2016). Compulsive buying in online daily deal settings: An investigation of motivations and contextual elements. Journal of Business Research, 69(2), 691-699. https://doi.org/10.1016/j.jbusres.2015.08.021
  • Lee, K., & Song, I. (2025). Association between digital addiction and physical activity in korean adults across age groups: An analysis of community health survey data. Journal of Preventive Medicine and Public Health, 58(3), 289-297. https://doi.org/10.3961/jpmph.24.683
  • Leszczyński, M., Metelski, A., & Rabczun, A. (2021). Digitalized sports products and various generations in the era of industry 4.0. Sustainability, 14(1), 95. https://doi.org/10.3390/su14010095
  • Malhotra, N.K. (2004). Marketing research an applied orientation (4. Edition). Pearson Prentice Hall.
  • Mason, M. C., Zamparo, G., Marini, A., & Ameen, N. (2022). Glued to your phone? Generation Z's smartphone addiction and online compulsive buying. Computers in Human Behavior, 136, 107404. https://doi.org/10.1016/j.chb.2022.107404
  • Nyrhinen, J., Lonka, K., Sirola, A., Ranta, M., & Wilska, T. A. (2023). Young adults’ online shopping addiction: The role of self‐regulation and smartphone use. International Journal of Consumer Studies, 47(5), 1871-1884. https://doi.org/10.1111/ijcs.12961
  • Sezer Efe, Y., Döner, S., Erdem, E., & Elmalı, F. (2025). The effect of technology addiction on eating behaviors and physical activity of adolescents. International Journal of Mental Health and Addiction, 23(3), 1891-1907. https://doi.org/10.1007/s11469-023-01205-9
  • Sung, J., Lee, J., Noh, H. M., Park, Y. S., & Ahn, E. J. (2013). Associations between the risk of internet addiction and problem behaviors among Korean adolescents. Korean Journal of Family Medicine, 34(2), 115. https://doi.org/10.4082/kjfm.2013.34.2.115
  • Ting, J., Chien, K. P., Dhir, A., & Chen, S. (2019). Sports interest mediating exercise and compulsive internet use among undergraduates. Health Promotion International, 34(5), 953-960. https://doi.org/10.1093/heapro/day046
  • Turcu, I., Burcea, G. B., Diaconescu, D. L., Shaao, M., Barbu, M. C. R., Popescu, M. C., & Tohăneanu, A. A. (2021). The use of technological innovations in sport. Bulletin of the Transilvania University of Braşov. Series IX: Sciences of Human Kinetics, 107-116. https://doi.org/10.31926/but.shk.2021.14.63.1.14
  • Wiraniskala, B., & Sujarwoto, S. (2020). Reaping or losing digital dividend? The use of social media for enhancing public participation: a literature review. JPAS J. Public Admin Stud, 5, 89-95. https://doi.org/10.21776/ub.jpas.2020.005.02.8
  • Yaman Aktaş, Y., Karabulut, N., & Arslan, B. (2022). Digital addiction, academic performance, and sleep disturbance among nursing students. Perspectives in Psychiatric Care, 58(4), 1537-1545. https://doi.org/10.1111/ppc.12961
  • Yoo, C. (2024). Psychosocial factors and changing patterns of prolonged online gaming in adolescents. Current Psychology, 43(20), 18375-18388. https://doi.org/10.1007/s12144-024-05667-5

Digital Prisoner: The Impact of Digital Addiction on Technological Sports Product Addiction

Yıl 2025, Cilt: 3 Sayı: 2, 64 - 81, 31.12.2025
https://doi.org/10.71243/dksbd.1762049
https://izlik.org/JA93BE93PW

Öz

This study aims to investigate the effects of digital addiction on addiction to technological sports products. For this purpose, a cross-sectional study was conducted using the survey model. The study was conducted as a cross-sectional study within the scope of the relational survey model. The sample group consists of 338 students studying at the Faculty of Sport Sciences at ….. University, determined through convenience sampling method. In the study, a “Personal Information Form,” “Digital Addiction Scale,” and “Technological Sports Products Addiction Scale” were used for data collection. The analysis of the collected data within the scope of the study was conducted using the SPSS 25.0 package program. In the data analysis, in accordance with the purpose of the study, Independent Samples t-Test was used for two-group comparisons, One-Way ANOVA was used for comparisons of three or more groups, and the Pearson Correlation Test was used to examine the relationship between variables. According to the findings, digital addiction and technological sports products addiction show statistically significant differences according to gender, age, technological device use, and time spent in digital environments. The results show that men have higher levels of digital addiction and addiction to technological sports products than women. Digital addiction levels increase in individuals aged 21 and under. However, addiction to technological sports products increases in individuals aged 21 and over. Consequently, as individuals' digital addiction levels increase, so does their addiction to technological sports products.

Kaynakça

  • Aaker, D. A., Kumar, V., & Day, G.S. (2007). Marketing research (9. Edition). John Wiley & Sons, Danvers.
  • Almourad, M. B., McAlaney, J., Skinner, T., Pleya, M., & Ali, R. (2020). Defining digital addiction: Key features from the literature. Psihologija, 53(3), 237-253. https://doi.org/10.2298/PSI191029017A
  • Balcı, Ş., & Kaya, E. (2023). Yaşantısal kaçınma ile dijital bağımlılık ilişkisinde dijital araç kullanımının aracılık rolü. Türkiye İletişim Araştırmaları Dergisi, 44, 1-22. https://doi.org/10.17829/turcom.1194744
  • Bucci, S., Schwannauer, M., & Berry, N. (2019). The digital revolution and its impact on mental health care. Psychology and Psychotherapy: Theory, Research and Practice, 92(2), 277-297. https://doi.org/10.1111/papt.12222
  • Büyüköztürk, Ş., Çakmak, E. K., Akgün, Ö. E., Karadeniz, Ş., & Demirel, F. (2024). Bilimsel araştırma yöntemleri. Pegem Akademi.
  • Cai, L., Huang, Z., Feng, Q., Chang, X., & Yan, K. (2023). Co-transformation of digital health and esport in metaverse: Moderating effects of digital personality on mental health in multiplayer online battle arena (MOBA). International Journal of Environmental Research and Public Health, 20(1), 760. https://doi.org/10.3390/ijerph20010760
  • Ceyhan, M. A., & Çakir, Z. (2021). Examination of Fear of Missing Out (FOMO) States of Students Who Study at the School of Physical Education and Sports in Terms of Some Variables. Education Quarterly Reviews, 4(4), 419-427.
  • Choi, K., Son, H., Park, M., Han, J., Kim, K., Lee, B., & Gwak, H. (2009). Internet overuse and excessive daytime sleepiness in adolescents. Psychiatry and Clinical Neurosciences, 63(4), 455-462. https://doi.org/10.1111/j.1440-1819.2009.01925.x
  • Christensen, L. B., Johnson, R. B., & Turner, L. A. (2015). Araştırma yöntemleri desen ve analiz (Çev. Edt: Ahmet Aypay). Anı Yayıncılık.
  • Coşkuntürk, O. S., Kurcan, K., Yel, K., & Güzel, S. (2023). Teknolojik gelişmelerin hareketsiz yaşama ve çocuklarda psiko-motor gelişime etkileri. Dede Korkut Spor Bilimleri Dergisi, 1(1), 48-59. https://dergipark.org.tr/en/pub/dksbd/article/1309808
  • Çar, B., Kurtoğlu, A., Dokuzoğlu, G., Metin, S. N., & Uzgur, K. (2025). Teknolojik spor ürünleri bağımlılığı ölçeği (TSÜBÖ): Geçerlik ve güvenirlik çalışması. MANAS Sosyal Araştırmalar Dergisi, 14(1), 293-302. https://doi.org/10.33206/mjss.1379007
  • Dickenson, V. L. (2021). Games, gamification, and eSports intersections within digital and online learning. In Handbook of Research on Pathways and Opportunities into the Business of Esports (pp. 128-148). IGI Global Scientific Publishing. https://doi.org/10.4018/978-1-7998-7300-6.ch00
  • Field, A. (2013). Discovering statistics using IBM SPSS (4th ed.). Sage.
  • Foroughi, B., Griffiths, M. D., Iranmanesh, M., & Salamzadeh, Y. (2022). Associations between Instagram addiction, academic performance, social anxiety, depression, and life satisfaction among university students. International Journal of Mental Health and Addiction, 20(4), 2221-2242. https://doi.org/10.1007/s11469-021-00510-5
  • Jeong, J. H., & Bae, S. M. (2022). The relationship between types of smartphone use, digital literacy, and smartphone addiction in the elderly. Psychiatry Investigation, 19(10), 832-839. https://doi.org/10.30773/pi.2021.0400
  • Kılıç, H. Ö. (2017). Giyilebilir teknoloji ürünleri pazarı ve kullanım alanları. Aksaray Üniversitesi İktisadi ve İdari Bilimler Fakültesi Dergisi, 9(4), 99-112.
  • Kim, T., Chiu, W., & Chow, M. K. F. (2019). Sport technology consumers: Segmenting users of sports wearable devices based on technology readiness. Sport, Business and Management: An International Journal, 9(2), 134-145. https://doi.org/10.1108/SBM-02-2018-0011
  • Kukar-Kinney, M., Scheinbaum, A. C., & Schaefers, T. (2016). Compulsive buying in online daily deal settings: An investigation of motivations and contextual elements. Journal of Business Research, 69(2), 691-699. https://doi.org/10.1016/j.jbusres.2015.08.021
  • Lee, K., & Song, I. (2025). Association between digital addiction and physical activity in korean adults across age groups: An analysis of community health survey data. Journal of Preventive Medicine and Public Health, 58(3), 289-297. https://doi.org/10.3961/jpmph.24.683
  • Leszczyński, M., Metelski, A., & Rabczun, A. (2021). Digitalized sports products and various generations in the era of industry 4.0. Sustainability, 14(1), 95. https://doi.org/10.3390/su14010095
  • Malhotra, N.K. (2004). Marketing research an applied orientation (4. Edition). Pearson Prentice Hall.
  • Mason, M. C., Zamparo, G., Marini, A., & Ameen, N. (2022). Glued to your phone? Generation Z's smartphone addiction and online compulsive buying. Computers in Human Behavior, 136, 107404. https://doi.org/10.1016/j.chb.2022.107404
  • Nyrhinen, J., Lonka, K., Sirola, A., Ranta, M., & Wilska, T. A. (2023). Young adults’ online shopping addiction: The role of self‐regulation and smartphone use. International Journal of Consumer Studies, 47(5), 1871-1884. https://doi.org/10.1111/ijcs.12961
  • Sezer Efe, Y., Döner, S., Erdem, E., & Elmalı, F. (2025). The effect of technology addiction on eating behaviors and physical activity of adolescents. International Journal of Mental Health and Addiction, 23(3), 1891-1907. https://doi.org/10.1007/s11469-023-01205-9
  • Sung, J., Lee, J., Noh, H. M., Park, Y. S., & Ahn, E. J. (2013). Associations between the risk of internet addiction and problem behaviors among Korean adolescents. Korean Journal of Family Medicine, 34(2), 115. https://doi.org/10.4082/kjfm.2013.34.2.115
  • Ting, J., Chien, K. P., Dhir, A., & Chen, S. (2019). Sports interest mediating exercise and compulsive internet use among undergraduates. Health Promotion International, 34(5), 953-960. https://doi.org/10.1093/heapro/day046
  • Turcu, I., Burcea, G. B., Diaconescu, D. L., Shaao, M., Barbu, M. C. R., Popescu, M. C., & Tohăneanu, A. A. (2021). The use of technological innovations in sport. Bulletin of the Transilvania University of Braşov. Series IX: Sciences of Human Kinetics, 107-116. https://doi.org/10.31926/but.shk.2021.14.63.1.14
  • Wiraniskala, B., & Sujarwoto, S. (2020). Reaping or losing digital dividend? The use of social media for enhancing public participation: a literature review. JPAS J. Public Admin Stud, 5, 89-95. https://doi.org/10.21776/ub.jpas.2020.005.02.8
  • Yaman Aktaş, Y., Karabulut, N., & Arslan, B. (2022). Digital addiction, academic performance, and sleep disturbance among nursing students. Perspectives in Psychiatric Care, 58(4), 1537-1545. https://doi.org/10.1111/ppc.12961
  • Yoo, C. (2024). Psychosocial factors and changing patterns of prolonged online gaming in adolescents. Current Psychology, 43(20), 18375-18388. https://doi.org/10.1007/s12144-024-05667-5
Toplam 30 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Egzersiz ve Spor Psikolojisi
Bölüm Araştırma Makalesi
Yazarlar

Gökçer Aydın 0009-0005-5545-6608

Gönderilme Tarihi 10 Ağustos 2025
Kabul Tarihi 15 Kasım 2025
Yayımlanma Tarihi 31 Aralık 2025
DOI https://doi.org/10.71243/dksbd.1762049
IZ https://izlik.org/JA93BE93PW
Yayımlandığı Sayı Yıl 2025 Cilt: 3 Sayı: 2

Kaynak Göster

APA Aydın, G. (2025). Digital Prisoner: The Impact of Digital Addiction on Technological Sports Product Addiction. Dede Korkut Spor Bilimleri Dergisi, 3(2), 64-81. https://doi.org/10.71243/dksbd.1762049