BibTex RIS Kaynak Göster

COMPUTER GAME ADDICTION SCALE FOR CHILDREN

Yıl 2008, Cilt: 3 Sayı: 30, 76 - 88, 23.04.2008

Öz

The purpose of this study is to develop a valid and reliable scale to measure the children’s computer game addiction. The sample of this study consists of 460 students, attending primary schools from different socioeconomic levels in Trabzon. The scale was examined by instructors for validity of extent. Exploratory factor analysis was conducted to examine the construct validity. The results of factor analysis indicate that the scale, consists of 21 items and four factors, is accounting for 45% of total variance. Internal consistency coefficient (Cronbach Alpha) was calculated for reliability of the scale. The internal consistency coefficient of the scale (Cronbach Alfa) was .85. These values emhasize that the psychometric qualities of the scale is acceptable.

Kaynakça

  • Cesarone, B. (1994). Video Games and Children. ERIC Clearinghouse on Elementary and Early Childhood Education. http://eric.ed.gov/ERICDocs/da- ta/ericdocs2sql/content_storage_01/0000019b/80/15/ 2a/8c.pdf adresinden 02.10.2007 tarihinde erişilmiştir.
  • Chiu, S.; Lee, J.Z. ve Huang, D.H. (2004). Video Game Addiction in Children and Teenagers in Taiwan. Cyberpsychology & Behavior. 7(5), 571-581.
  • Chumbley, J. ve Griffiths, M. (2006). Affect and the Computer Game Player: The Effect of Gender, Personality, and Game Reinforcement Structure on Affective Responses to Computer Game-Play. Cyberpsychology & Behavior. 9(3). 308-316.
  • Colwell, J., Grady, C. ve Rhaiti, S. (1995). Computer games, self-esteem and gratification of needs in adolescents. Journal of Community & Applied Social Psychology. 5. 195-206.
  • Griffiths, M.D. (1996). Internet “addiction”: An Issue for Clinical Psychology?. Clinical Psychology Forum. 97. 32–36.
  • Griffiths, M.D. ve Hunt, N. (1995). Computer Game Playing in Adolescence: Prevalence and Demographic Indicators. Journal of Community & Applied Social Pyschology. 5. 189-193.
  • Griffiths, M.D., & Hunt, N. (1998). Computer Game “Addiction” in Adolescence? Abrief Report. Psychological Reports. 82. 475–480.
  • Griffiths, M.D., Davies, M.N.O. ve Chappell, D. (2003). Breaking the Stereotype: The Case of Online Gaming. Cyberpsychology & Behavior. 6(1). 81-91.
  • Griffiths, M.D., Davies, M.N.O. ve Chappell, D. (2004). Demographic Factors and Playing Variables in Online Computer Gaming. Cyberpsychology & Behavior. 7(4). 479-487.
  • Hauge, M.R. ve Gentile, D.A. (2003). Video Game Addiction Among Adolescents: Associations with Academic Performance and Aggression. Presented at Society for Research in Child Development Conference, April 2003, Tampa, FL. http://www.psychology.iastate.edu/FACULTY/dgentile /SRCD%20Video%20Game%20Addiction.pdf adresin- den 02.10.2007 tarihinde erişilmiştir.
  • Hsu, C.L. ve Lu, H.P. (2007). Consumer behavior in online game communities: A motivational factor perspective. Computers in Human Behavior. 23. 1642– 1659.
  • İnal, Y. ve Çağıltay, K. (2005). İlköğretim Öğren- cilerinin Bilgisayar Oyunu Oynama Alışkanlıkları Ve Oyun Tercihlerini Etkileyen Faktörler. Ankara Özel Tevfik Fikret Okulları, Eğitimde Yeni Yönelimler II. Eğitimde Oyun Sempozyumu, 14 Mayıs 2005.
  • Kirriemuir J. (2002). Video Gaming, Education and Digital Learning Technologies. D-Lib Magazine February 2002. 8(2).
  • http://www.dlib.org/dlib/
  • february02/kirriemuir/ 02kirriemuir.html adresinden
  • 07.2007 tarihinde erişilmiştir.
  • NIMF (2005). Computer and Video Game Addiction. National Institute on Media and the Family. http://www.mediafamily.org/facts/facts_gameaddiction. shtml adresinden 02.10.2007 tarihinde erişilmiştir.
  • Salguero, R.A.T. ve Moran, R.M.B. (2002). Measuring Problem Video Game Playing in Adolescents. Addiction, 97. 1601-1606.
  • Setzer, V.W. ve Duckett, G.E. (1994) “The Risks To Children Using Electronic Games” This paper was presented as a poster paper at the Asia Pacific Information Technology in Training and Education Conference and Exhibition, 28 June - 2 July 1994, Brisbane, Australia http://www.ime.usp.br/~vwsetzer/ video-g-risks.html adresinden 10/07/2007 tarihinde alınmıştır.
  • Sherry, J. L. ve Lucas, K. (2001). Video Game Uses And Gratifications As Predictors Of Use And Game Preference. Paper presented at the annual meeting of the International Communication Association, Marriott Hotel, San Diego, CA. http://icdweb.cc.purdue.edu/%7Esherryj/videogames/V GUG.pdf adresinden 10.10.2006 tarihinde erişilmiştir.
  • Wan, C.S. ve Chiou, W.B. (2006). Why Are Adolescents Addicted to Online Gaming? An Interview Study in Taiwan. Cyberpsychology & Behavior. 9(6), 762-766.
  • Whang, L.S.M. ve Chang, G. (2004). Lifestyles of Virtual World Residents: Living in the On-Line Game “Lineage”. Cyberpsychology & Behavior. 7(5). 592- 600.
  • Whang, S.M. (2005).Online Games Dynamics in Korean Society: Experiences and Lifestyles in the Onli- ne Game World. Ed.: Gale, F. ve Fahey, S. Youth in Transition: The Challenges of Generational Change in Asia. The Association of Asian Social Science Research Councils (AASSREC). 206-227.
  • Wood, R.T.A.; Griffiths, M.D. ve Eatough, V. (2004). Online Data Collection From Video Game Players: Methodological Issues. Cyberpsychology & Behavior. 7(5). 511-518.

Çocuklar İçin Bilgisayar Oyun Bağımlılığı Ölçeği

Yıl 2008, Cilt: 3 Sayı: 30, 76 - 88, 23.04.2008

Öz

Arastırmanın amacı, çocukların bilgisayar oyun bagımlılıgını ölçebilmek amacıyla geçerli ve güvenilir bir ölçek gelistirmektir. Arastırmanın örneklemini Trabzon ilinde farklı sosyo ekonomik düzeylerdeki ilkögretim okullarına devam eden 460 ögrenci olusturmaktadır. Ölçegin geçerlik çalısmalarında yüz görünüm geçerliligi ve kapsam geçerliligi için uzman görüsüne basvurulmustur. Yapı geçerliligi için açımlayıcı faktör analizi yapılmıstır. Yapılan faktör analizi sonucunda 21 maddeden olusan dört faktörlü bir yapı, toplam varyansın %45’ini açıklamaktadır. Ölçegin güvenirligi için Cronbach Alfa iç tutarlık katsayıları hesaplanmıstır. Ölçegin iç tutarlık kat sayısı .85 olarak bulunmustur. Bulunan bu degerler ölçegin psikometrik niteliklerinin kabul edilebilir sınırlar içinde oldugunu göstermektedir.

Kaynakça

  • Cesarone, B. (1994). Video Games and Children. ERIC Clearinghouse on Elementary and Early Childhood Education. http://eric.ed.gov/ERICDocs/da- ta/ericdocs2sql/content_storage_01/0000019b/80/15/ 2a/8c.pdf adresinden 02.10.2007 tarihinde erişilmiştir.
  • Chiu, S.; Lee, J.Z. ve Huang, D.H. (2004). Video Game Addiction in Children and Teenagers in Taiwan. Cyberpsychology & Behavior. 7(5), 571-581.
  • Chumbley, J. ve Griffiths, M. (2006). Affect and the Computer Game Player: The Effect of Gender, Personality, and Game Reinforcement Structure on Affective Responses to Computer Game-Play. Cyberpsychology & Behavior. 9(3). 308-316.
  • Colwell, J., Grady, C. ve Rhaiti, S. (1995). Computer games, self-esteem and gratification of needs in adolescents. Journal of Community & Applied Social Psychology. 5. 195-206.
  • Griffiths, M.D. (1996). Internet “addiction”: An Issue for Clinical Psychology?. Clinical Psychology Forum. 97. 32–36.
  • Griffiths, M.D. ve Hunt, N. (1995). Computer Game Playing in Adolescence: Prevalence and Demographic Indicators. Journal of Community & Applied Social Pyschology. 5. 189-193.
  • Griffiths, M.D., & Hunt, N. (1998). Computer Game “Addiction” in Adolescence? Abrief Report. Psychological Reports. 82. 475–480.
  • Griffiths, M.D., Davies, M.N.O. ve Chappell, D. (2003). Breaking the Stereotype: The Case of Online Gaming. Cyberpsychology & Behavior. 6(1). 81-91.
  • Griffiths, M.D., Davies, M.N.O. ve Chappell, D. (2004). Demographic Factors and Playing Variables in Online Computer Gaming. Cyberpsychology & Behavior. 7(4). 479-487.
  • Hauge, M.R. ve Gentile, D.A. (2003). Video Game Addiction Among Adolescents: Associations with Academic Performance and Aggression. Presented at Society for Research in Child Development Conference, April 2003, Tampa, FL. http://www.psychology.iastate.edu/FACULTY/dgentile /SRCD%20Video%20Game%20Addiction.pdf adresin- den 02.10.2007 tarihinde erişilmiştir.
  • Hsu, C.L. ve Lu, H.P. (2007). Consumer behavior in online game communities: A motivational factor perspective. Computers in Human Behavior. 23. 1642– 1659.
  • İnal, Y. ve Çağıltay, K. (2005). İlköğretim Öğren- cilerinin Bilgisayar Oyunu Oynama Alışkanlıkları Ve Oyun Tercihlerini Etkileyen Faktörler. Ankara Özel Tevfik Fikret Okulları, Eğitimde Yeni Yönelimler II. Eğitimde Oyun Sempozyumu, 14 Mayıs 2005.
  • Kirriemuir J. (2002). Video Gaming, Education and Digital Learning Technologies. D-Lib Magazine February 2002. 8(2).
  • http://www.dlib.org/dlib/
  • february02/kirriemuir/ 02kirriemuir.html adresinden
  • 07.2007 tarihinde erişilmiştir.
  • NIMF (2005). Computer and Video Game Addiction. National Institute on Media and the Family. http://www.mediafamily.org/facts/facts_gameaddiction. shtml adresinden 02.10.2007 tarihinde erişilmiştir.
  • Salguero, R.A.T. ve Moran, R.M.B. (2002). Measuring Problem Video Game Playing in Adolescents. Addiction, 97. 1601-1606.
  • Setzer, V.W. ve Duckett, G.E. (1994) “The Risks To Children Using Electronic Games” This paper was presented as a poster paper at the Asia Pacific Information Technology in Training and Education Conference and Exhibition, 28 June - 2 July 1994, Brisbane, Australia http://www.ime.usp.br/~vwsetzer/ video-g-risks.html adresinden 10/07/2007 tarihinde alınmıştır.
  • Sherry, J. L. ve Lucas, K. (2001). Video Game Uses And Gratifications As Predictors Of Use And Game Preference. Paper presented at the annual meeting of the International Communication Association, Marriott Hotel, San Diego, CA. http://icdweb.cc.purdue.edu/%7Esherryj/videogames/V GUG.pdf adresinden 10.10.2006 tarihinde erişilmiştir.
  • Wan, C.S. ve Chiou, W.B. (2006). Why Are Adolescents Addicted to Online Gaming? An Interview Study in Taiwan. Cyberpsychology & Behavior. 9(6), 762-766.
  • Whang, L.S.M. ve Chang, G. (2004). Lifestyles of Virtual World Residents: Living in the On-Line Game “Lineage”. Cyberpsychology & Behavior. 7(5). 592- 600.
  • Whang, S.M. (2005).Online Games Dynamics in Korean Society: Experiences and Lifestyles in the Onli- ne Game World. Ed.: Gale, F. ve Fahey, S. Youth in Transition: The Challenges of Generational Change in Asia. The Association of Asian Social Science Research Councils (AASSREC). 206-227.
  • Wood, R.T.A.; Griffiths, M.D. ve Eatough, V. (2004). Online Data Collection From Video Game Players: Methodological Issues. Cyberpsychology & Behavior. 7(5). 511-518.
Toplam 24 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Bölüm Makaleler
Yazarlar

Mehmet Barış Horzum Bu kişi benim

Tuncay Aras Bu kişi benim

Özlem Çakır Balta Bu kişi benim

Yayımlanma Tarihi 23 Nisan 2008
Yayımlandığı Sayı Yıl 2008 Cilt: 3 Sayı: 30

Kaynak Göster

APA Horzum, M. B., Aras, T., & Çakır Balta, Ö. (2008). COMPUTER GAME ADDICTION SCALE FOR CHILDREN. Turkish Psychological Counseling and Guidance Journal, 3(30), 76-88. https://doi.org/10.17066/pdrd.72563

!! From 30 November 2023, English language proofreading will be required for accepted articles to ensure language quality.