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Habits and Perceptions as Key Factors: How Online Gaming Predicts Aggression, Alienation and Emotional Intelligence

Yıl 2023, , 723 - 732, 31.10.2023
https://doi.org/10.25307/jssr.1221778

Öz

E-sport gradually reached large masses and is consuming a great deal of time and circulation of money. Literature shows us that there are relationships between online gaming and various psychological factors. Especially the relationship between online gaming and aggression was widely studied. Alienation and emotional intelligence were also treated as potential mediators on the relevant relationship. The literature has not properly come to an agreement on the direction of the relevant relationship, moderators and mediators, so far. Therefore, this study aimed to investigate the possible predictions based on online gaming habits and perceptions of online gaming for aggression, alienation and emotional intelligence. A sample of 316 online game players completed the online gaming habits and perceptions questionnaires, Buss-Perry Aggression Scale, Dean’s Alienation Scale and Emotional Intelligence Scale. Results have shown that none of the aggression types were predicted by neither years nor daily hours of playing online games. Additionally, perceptions and habits predicted different dimensions of aggression, alienation and emotional intelligence diversely. Our results indicated that, the observed relationships are rooted from how players perceive the game and the degree of their socialization within the game, rather than mere exposure to online games. This study provides a new insight by putting forward the individual perspective in scope of effects of online games.

Kaynakça

  • Adachi, P. J., & Willoughby, T. (2011). The effect of violent video games on aggression: Is it more than just the violence?. Aggression and Violent Behavior, 16(1), 55-62. https://doi.org/10.1016/j.avb.2010.12.002
  • Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-790. https://doi.org/10.1037//O022-3514.78.4.772
  • Arribas-Galarraga, S., Saies, E., Cecchini, J. A., Arruza, J. A., & Luis-De-Cos, I. (2017). The relationship between emotional intelligence, self-determined motivation and performance in canoeists. Journal of Human Sport and Exercise, 12(3), 630–639. https://doi.org/10.14198/jhse.2017.123.07
  • Barlett, C., Rodeheffer, C. D., Baldassaro, R., Hinkin, M. P., & Harris, R. J. (2008). The effect of advances in video game technology and content on aggressive cognitions, hostility, and heart rate. Media Psychology, 11(4), 540-565. https://doi.org/10.1080/15213260802492018
  • Buss, A. H., & Perry, M. (1992). The aggression questionnaire. Journal of Personality and Social Psychology, 63(3), 452-459.
  • Bussiness Insider. (2020, April 1). https://www.businessinsider.com/esports-ecosystem-market-report
  • Calado, F., Alexandre, J., & Griffiths, M. D. (2014). Mom, dad it’s only a game! Perceived gambling and gaming behaviors among adolescents and young adults: an exploratory study. International Journal of Mental Health and Addiction, 12(6), 772–794. https://doi.org/10.1007/s11469-014-9509-y
  • Charles, E. P., Baker, C. M., Hartman, K., Easton, B. P., & Kreuzberger, C. (2013). Motion capture controls negate the violent video-game effect. Computers in Human Behavior, 29(6), 2519-2523. https://doi.org/10.1016/j.chb.2013.05.028
  • Dean, D. G. (1961). Alienation: Its meaning and measurement. American Sociological Review, 25, 753-758.
  • Demirtaş-Madran, H. A. (2012). Reliability and Validity of the Buss-Perry Aggression Questionnaire-Turkish Version. Turkish Journal of Psychiatry, 24(2), 124-129.
  • Deniz, M. E., Özer, E., & Isik, E. (2013). Trait emotional intelligence questionnaire-short form: Validity and reliability studies. Egitim ve Bilim, 38(169), 407-419.
  • Ducheneaut, N., & Moore, R. (2005). More than just ‘XP’: learning social skills in multiplayer online games. Interactive Technology and Smart Education, 2(2), 89–100. https://doi.org/10.1108/17415650580000035
  • Eklund, L., & Roman, S. (2017). Do adolescent gamers make friends offline? Identity and friendship formation in school. Computers in Human Behavior, 73, 284-289. https://doi.org/10.1016/j.chb.2017.03.035
  • Engelhardt, C. R., Mazurek, M. O., Hilgard, J., Rouder, J. N., & Bartholow, B. D. (2015). Effects of violent-video-game exposure on aggressive behavior, aggressive-thought accessibility, and aggressive affect among adults with and without autism spectrum disorder. Psychological science, 26(8), 1187-1200. https://doi.org/10.1177/0956797615583038
  • Exelmans, L., Custers, K., & Van den Bulck, J. (2015). Violent video games and delinquent behavior in adolescents: A risk factor perspective. Aggressive Behavior, 41(3), 267-279. https://doi.org/10.1002/ab.21587
  • Gentile, D. A., Bender, P. K., & Anderson, C. A. (2017). Violent video game effects on salivary cortisol, arousal, and aggressive thoughts in children. Computers in Human Behavior, 70, 39-43. https://doi.org/10.1016/j.chb.2016.12.045
  • Hanin, Y.L., (2007), Emotions in sport: Current issues and perspectives. Tenenbaum, G. & Eklund, R.C. (Eds.). Handbook of sport psychology. (pp. 31-58). John Wiley & Sons.
  • Hasan, Y., Bègue, L., Scharkow, M., & Bushman, B. J. (2013). The more you play, the more aggressive you become: A long-term experimental study of cumulative violent video game effects on hostile expectations and aggressive behavior. Journal of Experimental Social Psychology, 49(2), 224-227. https://doi.org/10.1016/j.jesp.2012.10.016
  • Hascher, T., & Hadjar, A. (2018). School alienation–Theoretical approaches and educational research. Educational Research, 60(2), 171–188. https://doi.org/10.1080/00131881.2018.1443021
  • Herodotou, C., Kambouri, M., & Winters, N. (2011). The role of trait emotional intelligence in gamers’ preferences for play and frequency of gaming. Computers in Human Behavior, 27(5), 1815-1819.
  • Herodotou, C., Kambouri, M., & Winters, N. (2014). Dispelling the myth of the socio-emotionally dissatisfied gamer. Computers in Human Behavior, 32, 23–31. https://doi.org/10.1016/j.chb.2013.10.054
  • Hertlein, K. M., & Hawkins, B. P. (2012). Online gaming issues in offline couple relationships: A Primer for marriage and family therapists (MFTs). The Qualitative Report, 17(8), 1-48. https://doi.org/10.46743/2160-3715/2012.1804
  • Krcmar, M., Farrar, K., & McGloin, R. (2011). The effects of video game realism on attention, retention and aggressive outcomes. Computers in Human Behavior, 27(1), 432-439. https://doi.org/10.1016/j.chb.2010.09.005
  • Kühn, S., Kugler, D. T., Schmalen, K., Weichenberger, M., Witt, C., & Gallinat, J. (2019). Does playing violent video games cause aggression? A longitudinal intervention study. Molecular Psychiatry, 24(8), 1220–1234. https://doi.org/10.1038/s41380-018-0031-7
  • Laborde, S., Dosseville, F., & Allen, M. S. (2016). Emotional intelligence in sport and exercise: A systematic review. Scandinavian Journal of Medicine and Science in Sports, 26(8), 862–874. https://doi.org/10.1111/sms.12510
  • Lo, S. K., Wang, C. C., & Fang, W. (2005). Physical interpersonal relationships and social anxiety among online game players. Cyberpsychology & Behavior, 8(1), 15-20.
  • Meyer, B. B., & Fletcher, T. B. (2007). Emotional intelligence: A theoretical overview and implications for research and professional practice in sport psychology. Journal of Applied Sport Psychology, 19(1), 1–15. https://doi.org/10.1080/10413200601102904
  • Nie, N. H. (2001). Sociability, interpersonal relations, and the Internet: Reconciling conflicting findings. American Behavioral Scientist, 45(3), 420-435. https://doi.org/10.1177/00027640121957277
  • Parker, J. D., Taylor, R. N., Eastabrook, J. M., Schell, S. L., & Wood, L. M. (2008). Problem gambling in adolescence: Relationships with internet misuse, gaming abuse and emotional intelligence. Personality and Individual Differences, 45(2), 174-180. https://doi.org/10.1016/j.paid.2008.03.018 Peng, H. S. (2020). In-game social interaction and problematic gaming: A perspective from Online social capital. Frontiers in Psychiatry, 11, Article 1580. https://doi.org/ 10.3389/fpsyt.2020.468115
  • Petrides, K. V., & Furnham, A. (2001). Trait emotional intelligence: Psychometric investigation with reference to established trait taxonomies. European Journal of Personality, 15(6), 425-448. https://doi.org/10.1002/per.416
  • Putnam, R. D. (2000). Bowling alone: The Collapse and revival of American community. Simon & Schuster.
  • Salovey, P., & Mayer, J. D. (1990). Emotional intelligence. Imagination, Cognition and Personality, 9(3), 185–211. https://doi.org/10.2190/DUGG-P24E-52WK-6CDG
  • Sánchez, A. & Remilllard, J. D. (2018). eSport: Towards a hermeneutic of virtual sport. Cultura Ciencia Deporte, 13(38), 137–145. https://doi.org/10.12800/ccd.v13i38.1076
  • Seo, M., Kang, H. S., & Chae, S. M. (2012). Emotional competence and online game use in adolescents. CIN: Computers, Informatics, Nursing, 30(12), 640-646. https://doi.org/10.1097/NXN.0b013e318261f1a6
  • Slater, M. D. (2003). Alienation, aggression, and sensation seeking as predictors of adolescent use of violent film, computer, and website content. Journal of Communication, 53(1), 105-121. https://doi.org/10.1111/j.1460-2466.2003.tb03008.x
  • Slater, M. D., Henry, K. L., Swaim, R. C., & Cardador, J. M. (2004). Vulnerable teens, vulnerable times: How sensation seeking, alienation, and victimization moderate the violent media content–aggressiveness relation. Communication Research, 31(6), 642-668. https://doi.org/10.1177/0093650204269265
  • Steinkuehler, C. A., & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places.” Journal of Computer-Mediated Communication, 11(4), 885–909. https://doi.org/10.1111/j.1083-6101.2006.00300.x
  • Tamplin-Wilson, J., Smith, R., Morgan, J., & Maras, P. (2019). Video games as a recovery intervention for ostracism. Computers in Human Behavior, 97, 130-136. https://doi.org/10.1016/j.chb.2019.03.008
  • Williams, D., & Skoric, M. (2005). Internet fantasy violence: A test of aggression in an online game. Communication monographs, 72(2), 217-233. https://doi.org/10.1080/03637750500111781
  • Yalçin, Ö., & Dönmez, A. (2017). Alientation from the viewpoint of social psychology: Turkish adaptation of Dean's alientation scale. Ankara University Journal of Social Sciences, 8(2), 150-175. https://doi.org/10.1501/sbeder_0000000143
  • Yavuzer, Y., Albayrak, G., & Kılıçarslan, S. (2019). Relationships amongst aggression, self-theory, loneliness, and depression in emerging adults. Psychological reports, 122(4), 1235-1258. https://doi.org/10.1177/003329411878486

Alışkanlıklar ve Algıların Anahtar Rolü: Çevrimiçi Oyun Oynamanın Saldırganlığı, Yabancılaşmayı ve Duygusal Zekayı Yordaması

Yıl 2023, , 723 - 732, 31.10.2023
https://doi.org/10.25307/jssr.1221778

Öz

E-Spor çok sayıda insana ulaşmakta ve çok büyük miktarlarda zaman ve para tüketmektedir. Geçmiş literatür çevrimiçi oyun oynamanın başta agresyon olmak üzere çeşitli psikolojik faktörlerin ilişkilerini ortaya koymuştur. Özellikle çevrimiçi oyun o ve saldırganlık arasındaki ilişki yaygın olarak çalışılmıştır. Yabancılaşma ve duygusal zeka ise söz konusu ilişkinin potensiyel aracıları olarak alınmıştır. Ancak bu ilişkilerin yönü, düzenleyici ve aracı değişkenleri konusunda henüz tam bir uzlaşıya varılmadığı görülmektedir. Bu çalışmanın amacı çevrimiçi oyun alışkanlıkları ve oyuna ilişkin algılar ile saldırganlık, yabancılaşma algıları ve duygusal zeka arasındaki olası ilişkileri araştırmaktır. Örneklemi 316 oyuncu oluşturmaktadır ve veri toplama süreci çevrimiçi olarak gerçekleştirilmiştir. Katılımcılar çevrimiçi oyun alışkanlıkları ve algılarına ilişkin formları, Buss-Perry Saldırganlık Ölçeği’ni, Dean’in Yabancılaşma Ölçeği’ni ve Duygusal Zeka Ölçeklerini tamamlamışlardır. Bulgular, saldırganlık boyutlarından hiçbirinin kaç yıldır çevrimiçi oyun oynandığı veya çevrimiçi oyunlara günlük kaç saat ayrıldığı tarafından yordanmadığını göstermiştir. Ayrıca, algılar ve alışkanlıkların saldırganlığın, yabancılaşmanın ve duygusal zekanın farklı boyutlarını çeşitli şekillerde yordama gücü olduğu görülmüştür. Sonuçlar, literatürde gözlenen ilişkilerin oyuncuların daha çok çevrimiçi oyunlara maruz kalmalarından ötürü değil, bu bireylerin oyunu nasıl algıladıkları ve oyun içerisinde ne düzeyde sosyalleştiklerinden kaynaklandığını göstermektir.

Kaynakça

  • Adachi, P. J., & Willoughby, T. (2011). The effect of violent video games on aggression: Is it more than just the violence?. Aggression and Violent Behavior, 16(1), 55-62. https://doi.org/10.1016/j.avb.2010.12.002
  • Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-790. https://doi.org/10.1037//O022-3514.78.4.772
  • Arribas-Galarraga, S., Saies, E., Cecchini, J. A., Arruza, J. A., & Luis-De-Cos, I. (2017). The relationship between emotional intelligence, self-determined motivation and performance in canoeists. Journal of Human Sport and Exercise, 12(3), 630–639. https://doi.org/10.14198/jhse.2017.123.07
  • Barlett, C., Rodeheffer, C. D., Baldassaro, R., Hinkin, M. P., & Harris, R. J. (2008). The effect of advances in video game technology and content on aggressive cognitions, hostility, and heart rate. Media Psychology, 11(4), 540-565. https://doi.org/10.1080/15213260802492018
  • Buss, A. H., & Perry, M. (1992). The aggression questionnaire. Journal of Personality and Social Psychology, 63(3), 452-459.
  • Bussiness Insider. (2020, April 1). https://www.businessinsider.com/esports-ecosystem-market-report
  • Calado, F., Alexandre, J., & Griffiths, M. D. (2014). Mom, dad it’s only a game! Perceived gambling and gaming behaviors among adolescents and young adults: an exploratory study. International Journal of Mental Health and Addiction, 12(6), 772–794. https://doi.org/10.1007/s11469-014-9509-y
  • Charles, E. P., Baker, C. M., Hartman, K., Easton, B. P., & Kreuzberger, C. (2013). Motion capture controls negate the violent video-game effect. Computers in Human Behavior, 29(6), 2519-2523. https://doi.org/10.1016/j.chb.2013.05.028
  • Dean, D. G. (1961). Alienation: Its meaning and measurement. American Sociological Review, 25, 753-758.
  • Demirtaş-Madran, H. A. (2012). Reliability and Validity of the Buss-Perry Aggression Questionnaire-Turkish Version. Turkish Journal of Psychiatry, 24(2), 124-129.
  • Deniz, M. E., Özer, E., & Isik, E. (2013). Trait emotional intelligence questionnaire-short form: Validity and reliability studies. Egitim ve Bilim, 38(169), 407-419.
  • Ducheneaut, N., & Moore, R. (2005). More than just ‘XP’: learning social skills in multiplayer online games. Interactive Technology and Smart Education, 2(2), 89–100. https://doi.org/10.1108/17415650580000035
  • Eklund, L., & Roman, S. (2017). Do adolescent gamers make friends offline? Identity and friendship formation in school. Computers in Human Behavior, 73, 284-289. https://doi.org/10.1016/j.chb.2017.03.035
  • Engelhardt, C. R., Mazurek, M. O., Hilgard, J., Rouder, J. N., & Bartholow, B. D. (2015). Effects of violent-video-game exposure on aggressive behavior, aggressive-thought accessibility, and aggressive affect among adults with and without autism spectrum disorder. Psychological science, 26(8), 1187-1200. https://doi.org/10.1177/0956797615583038
  • Exelmans, L., Custers, K., & Van den Bulck, J. (2015). Violent video games and delinquent behavior in adolescents: A risk factor perspective. Aggressive Behavior, 41(3), 267-279. https://doi.org/10.1002/ab.21587
  • Gentile, D. A., Bender, P. K., & Anderson, C. A. (2017). Violent video game effects on salivary cortisol, arousal, and aggressive thoughts in children. Computers in Human Behavior, 70, 39-43. https://doi.org/10.1016/j.chb.2016.12.045
  • Hanin, Y.L., (2007), Emotions in sport: Current issues and perspectives. Tenenbaum, G. & Eklund, R.C. (Eds.). Handbook of sport psychology. (pp. 31-58). John Wiley & Sons.
  • Hasan, Y., Bègue, L., Scharkow, M., & Bushman, B. J. (2013). The more you play, the more aggressive you become: A long-term experimental study of cumulative violent video game effects on hostile expectations and aggressive behavior. Journal of Experimental Social Psychology, 49(2), 224-227. https://doi.org/10.1016/j.jesp.2012.10.016
  • Hascher, T., & Hadjar, A. (2018). School alienation–Theoretical approaches and educational research. Educational Research, 60(2), 171–188. https://doi.org/10.1080/00131881.2018.1443021
  • Herodotou, C., Kambouri, M., & Winters, N. (2011). The role of trait emotional intelligence in gamers’ preferences for play and frequency of gaming. Computers in Human Behavior, 27(5), 1815-1819.
  • Herodotou, C., Kambouri, M., & Winters, N. (2014). Dispelling the myth of the socio-emotionally dissatisfied gamer. Computers in Human Behavior, 32, 23–31. https://doi.org/10.1016/j.chb.2013.10.054
  • Hertlein, K. M., & Hawkins, B. P. (2012). Online gaming issues in offline couple relationships: A Primer for marriage and family therapists (MFTs). The Qualitative Report, 17(8), 1-48. https://doi.org/10.46743/2160-3715/2012.1804
  • Krcmar, M., Farrar, K., & McGloin, R. (2011). The effects of video game realism on attention, retention and aggressive outcomes. Computers in Human Behavior, 27(1), 432-439. https://doi.org/10.1016/j.chb.2010.09.005
  • Kühn, S., Kugler, D. T., Schmalen, K., Weichenberger, M., Witt, C., & Gallinat, J. (2019). Does playing violent video games cause aggression? A longitudinal intervention study. Molecular Psychiatry, 24(8), 1220–1234. https://doi.org/10.1038/s41380-018-0031-7
  • Laborde, S., Dosseville, F., & Allen, M. S. (2016). Emotional intelligence in sport and exercise: A systematic review. Scandinavian Journal of Medicine and Science in Sports, 26(8), 862–874. https://doi.org/10.1111/sms.12510
  • Lo, S. K., Wang, C. C., & Fang, W. (2005). Physical interpersonal relationships and social anxiety among online game players. Cyberpsychology & Behavior, 8(1), 15-20.
  • Meyer, B. B., & Fletcher, T. B. (2007). Emotional intelligence: A theoretical overview and implications for research and professional practice in sport psychology. Journal of Applied Sport Psychology, 19(1), 1–15. https://doi.org/10.1080/10413200601102904
  • Nie, N. H. (2001). Sociability, interpersonal relations, and the Internet: Reconciling conflicting findings. American Behavioral Scientist, 45(3), 420-435. https://doi.org/10.1177/00027640121957277
  • Parker, J. D., Taylor, R. N., Eastabrook, J. M., Schell, S. L., & Wood, L. M. (2008). Problem gambling in adolescence: Relationships with internet misuse, gaming abuse and emotional intelligence. Personality and Individual Differences, 45(2), 174-180. https://doi.org/10.1016/j.paid.2008.03.018 Peng, H. S. (2020). In-game social interaction and problematic gaming: A perspective from Online social capital. Frontiers in Psychiatry, 11, Article 1580. https://doi.org/ 10.3389/fpsyt.2020.468115
  • Petrides, K. V., & Furnham, A. (2001). Trait emotional intelligence: Psychometric investigation with reference to established trait taxonomies. European Journal of Personality, 15(6), 425-448. https://doi.org/10.1002/per.416
  • Putnam, R. D. (2000). Bowling alone: The Collapse and revival of American community. Simon & Schuster.
  • Salovey, P., & Mayer, J. D. (1990). Emotional intelligence. Imagination, Cognition and Personality, 9(3), 185–211. https://doi.org/10.2190/DUGG-P24E-52WK-6CDG
  • Sánchez, A. & Remilllard, J. D. (2018). eSport: Towards a hermeneutic of virtual sport. Cultura Ciencia Deporte, 13(38), 137–145. https://doi.org/10.12800/ccd.v13i38.1076
  • Seo, M., Kang, H. S., & Chae, S. M. (2012). Emotional competence and online game use in adolescents. CIN: Computers, Informatics, Nursing, 30(12), 640-646. https://doi.org/10.1097/NXN.0b013e318261f1a6
  • Slater, M. D. (2003). Alienation, aggression, and sensation seeking as predictors of adolescent use of violent film, computer, and website content. Journal of Communication, 53(1), 105-121. https://doi.org/10.1111/j.1460-2466.2003.tb03008.x
  • Slater, M. D., Henry, K. L., Swaim, R. C., & Cardador, J. M. (2004). Vulnerable teens, vulnerable times: How sensation seeking, alienation, and victimization moderate the violent media content–aggressiveness relation. Communication Research, 31(6), 642-668. https://doi.org/10.1177/0093650204269265
  • Steinkuehler, C. A., & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places.” Journal of Computer-Mediated Communication, 11(4), 885–909. https://doi.org/10.1111/j.1083-6101.2006.00300.x
  • Tamplin-Wilson, J., Smith, R., Morgan, J., & Maras, P. (2019). Video games as a recovery intervention for ostracism. Computers in Human Behavior, 97, 130-136. https://doi.org/10.1016/j.chb.2019.03.008
  • Williams, D., & Skoric, M. (2005). Internet fantasy violence: A test of aggression in an online game. Communication monographs, 72(2), 217-233. https://doi.org/10.1080/03637750500111781
  • Yalçin, Ö., & Dönmez, A. (2017). Alientation from the viewpoint of social psychology: Turkish adaptation of Dean's alientation scale. Ankara University Journal of Social Sciences, 8(2), 150-175. https://doi.org/10.1501/sbeder_0000000143
  • Yavuzer, Y., Albayrak, G., & Kılıçarslan, S. (2019). Relationships amongst aggression, self-theory, loneliness, and depression in emerging adults. Psychological reports, 122(4), 1235-1258. https://doi.org/10.1177/003329411878486
Toplam 41 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Spor Hekimliği
Bölüm Orijinal Makale
Yazarlar

Nihan Selin Soylu 0000-0002-2653-9237

Mustafa Engür 0000-0001-9435-9951

Erdinç Demiray 0000-0002-5777-5726

Erken Görünüm Tarihi 6 Ekim 2023
Yayımlanma Tarihi 31 Ekim 2023
Kabul Tarihi 14 Eylül 2023
Yayımlandığı Sayı Yıl 2023

Kaynak Göster

APA Soylu, N. S., Engür, M., & Demiray, E. (2023). Habits and Perceptions as Key Factors: How Online Gaming Predicts Aggression, Alienation and Emotional Intelligence. Journal of Sport Sciences Research, 8(3), 723-732. https://doi.org/10.25307/jssr.1221778
AMA Soylu NS, Engür M, Demiray E. Habits and Perceptions as Key Factors: How Online Gaming Predicts Aggression, Alienation and Emotional Intelligence. JSSR. Ekim 2023;8(3):723-732. doi:10.25307/jssr.1221778
Chicago Soylu, Nihan Selin, Mustafa Engür, ve Erdinç Demiray. “Habits and Perceptions As Key Factors: How Online Gaming Predicts Aggression, Alienation and Emotional Intelligence”. Journal of Sport Sciences Research 8, sy. 3 (Ekim 2023): 723-32. https://doi.org/10.25307/jssr.1221778.
EndNote Soylu NS, Engür M, Demiray E (01 Ekim 2023) Habits and Perceptions as Key Factors: How Online Gaming Predicts Aggression, Alienation and Emotional Intelligence. Journal of Sport Sciences Research 8 3 723–732.
IEEE N. S. Soylu, M. Engür, ve E. Demiray, “Habits and Perceptions as Key Factors: How Online Gaming Predicts Aggression, Alienation and Emotional Intelligence”, JSSR, c. 8, sy. 3, ss. 723–732, 2023, doi: 10.25307/jssr.1221778.
ISNAD Soylu, Nihan Selin vd. “Habits and Perceptions As Key Factors: How Online Gaming Predicts Aggression, Alienation and Emotional Intelligence”. Journal of Sport Sciences Research 8/3 (Ekim 2023), 723-732. https://doi.org/10.25307/jssr.1221778.
JAMA Soylu NS, Engür M, Demiray E. Habits and Perceptions as Key Factors: How Online Gaming Predicts Aggression, Alienation and Emotional Intelligence. JSSR. 2023;8:723–732.
MLA Soylu, Nihan Selin vd. “Habits and Perceptions As Key Factors: How Online Gaming Predicts Aggression, Alienation and Emotional Intelligence”. Journal of Sport Sciences Research, c. 8, sy. 3, 2023, ss. 723-32, doi:10.25307/jssr.1221778.
Vancouver Soylu NS, Engür M, Demiray E. Habits and Perceptions as Key Factors: How Online Gaming Predicts Aggression, Alienation and Emotional Intelligence. JSSR. 2023;8(3):723-32.

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