Araştırma Makalesi
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Ortaokul Öğrencilerinde Siber Zorbalık/Mağduriyetle Duygusal Zekâ arasındaki ilişkide İnternet Oyun Oynama Bozukluğunun Aracı Rolü

Yıl 2021, Sayı: 54, 217 - 238, 31.12.2021
https://doi.org/10.53568/yyusbed.1052434

Öz

Bu araştırma ortaokul öğrencilerinde siber zorbalık/mağduriyetin, duygusal zekâya etkisinde; internet oyun oynama bozukluğunun aracı rolünü belirlemek amacıyla yapılmıştır. Araştırmanın çalışma grubu, 147`si erkek, 125'ü kız öğrenciden olmak üzere 272 ortaokul öğrencisinden oluşmaktadır. Bu öğrencilerin 45’i 5.Sınıf, 82’si 6.Sınıf, 61’i 7.Sınıf ve 84’ü 8.sınıf öğrencisidir. Çalışmanın verileri İnternet Oyun Oynama Bozukluğu Ölçeği, Bar-On Duygusal Zekâ Ölçeği Çocuk ve Ergen Formu ve Yenilenmiş Siber Zorbalık/Mağduriyet Envanteri-II ile toplanmıştır. Araştırmada örnekleme yöntemlerinden rassal olmayan örnekleme yöntemlerinden amaçsal örnekleme alt dalından oluşan ölçüt örnekleme yöntemi kullanılmıştır. Bu bağlamda araştırma verileri internette oyun oynayan ortaokul öğrencilerinden toplanmıştır. İnternet oyun oynama bozukluğu, siber zorbalık/mağduriyet ve duygusal zekâya ilişkin kurulan modelin test edilebilmesi için AMOS 16 kullanılmış olup Yol Analizi (Path Analysis) uygulanmıştır. Ayrıca değişkenlere ait korelasyonlar ve betimsel istatistikler SPSS 24 ile hesaplanmıştır. Araştırmada ele alınan değişkenler arasındaki ilişkiler Pearson Korelasyon katsayısı ile hesaplanmış, yordama düzeyleri ise Yol Analizi ile yapılmıştır. Ayrıca internet oyun oynama düzeyinin cinsiyete ve sınıf düzeylerine göre farklılaşıp farklılaşmadığı bağımsız örneklem t testi ile incelenmiştir.

Kaynakça

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  • Arıcak, O. T. (2011). Siber zorbalık: Gençlerimizi bekleyen yeni tehlike. Kariyer Penceresi, 2(6), 10-12.
  • Arıcak, O. T., Dinç, M., Yay, M., & Griffiths, M. D. (2019). Adapting the short form of the internet gaming disorder scale into Turkish: Validity and reliability. Addicta: The Turkish Journal on Addictions, 4(5), 629–635.
  • Arıcak, O., Kınay, H., & Tanrıkulu, T. (2012). Siber zorbalık ölçeği'nin ilk psikometrik bulguları. Hayef Journal of Education, 9(1), 101-114.
  • Altınışık, C. (2021). İki farklı türdeki çok oyunculu video oyununda siber zorbalığın kurban üzerindeki etkisi Yayınlanmamış Yüksek Lisans Tezi. Maltepe Üniversitesi, İstanbul
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  • Aydoğan, D., Dilmaç, B., & Deniz, M. E. (2009). İlköğretim öğrencilerinde sosyal destek ve siber zorbalığın incelenmesi. 18. Ulusal Eğitim Bilimleri Kurultayı’nda sunulmuş sözlü bildiri. Ege Üniversitesi, İzmir.
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  • Baştürk Akca, E., Sayımer, İ., & Ergül, S. (2015). Ortaokul öğrencilerinin sosyal medya kullanımları ve siber zorbalık deneyimleri: Ankara örneği. Global Media Journal: Turkish Edition, 5(10).
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The Relationship between Cyber Bullying/Victimization and Emotional Intelligence in Secondary School Students: Mediator Role of Internet Gaming Disorder

Yıl 2021, Sayı: 54, 217 - 238, 31.12.2021
https://doi.org/10.53568/yyusbed.1052434

Öz

This study was carried out with the aim of determining the intermediate role of Internet gaming disorder in the relationship between cyber bullying/victimization and emotional intelligence in secondary school students. The study group was composed of 272 secondary school students, 147 males and 125 females. 45 of them were the 5th grade, 82 of them were the 6th grade, 61 of them were the 7th grade and 84 of them were the 8th grade students. The data of the study was collected via the Internet Gaming Disorder Scale, the Bar-On Emotional Quotient Inventory Youth Version and the Revised Cyber Bullying/Victimization Inventory-II. In the study, the criterion sampling method, one of the sub-branches of the purposeful sampling method, one of the non-random sampling methods, was used. In this context, the research data was collected from the secondary school students playing Internet games. With the aim of testing the model related to the Internet gaming disorder, cyber bullying/victimization and emotional quotient, the AMOS 16 was used and the Path Analysis was applied. Moreover, the correlations and the descriptive statistics belonging to the variables were calculated via the SPSS 24 program. The relationships between the variables taken in hand in the study were calculated via the Pearson Correlation coefficient and the prediction levels were determined via the Path Analysis. Moreover, if the Internet gaming level differed according to gender and class level was examined via the independent samples t test.

Kaynakça

  • Aldrich, A. (2006). Video Games and Kids: How Video Games Affect Kids and Tips To Help Parents Set Limits. Action Alliance For Children. http://www.4children.Org/Files/Articles/92/106hoe.Pdf
  • American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (5th ed.). Arlington, VA: Author.
  • Arıcak, O. T. (2009). Psychiatric symptomatology as a predictor of cyberbullying among university students. Eurasian Journal of Educational Research (EJER), (34).
  • Arıcak, O. T. (2011). Siber zorbalık: Gençlerimizi bekleyen yeni tehlike. Kariyer Penceresi, 2(6), 10-12.
  • Arıcak, O. T., Dinç, M., Yay, M., & Griffiths, M. D. (2019). Adapting the short form of the internet gaming disorder scale into Turkish: Validity and reliability. Addicta: The Turkish Journal on Addictions, 4(5), 629–635.
  • Arıcak, O., Kınay, H., & Tanrıkulu, T. (2012). Siber zorbalık ölçeği'nin ilk psikometrik bulguları. Hayef Journal of Education, 9(1), 101-114.
  • Altınışık, C. (2021). İki farklı türdeki çok oyunculu video oyununda siber zorbalığın kurban üzerindeki etkisi Yayınlanmamış Yüksek Lisans Tezi. Maltepe Üniversitesi, İstanbul
  • Ayas, T., & Horzum, M. B. (2012). İlköğretim öğrencilerinin sanal zorba ve mağdur olma durumu. İlköğretim Online, 11(2), 2-13.
  • Aydoğan, D., Dilmaç, B., & Deniz, M. E. (2009). İlköğretim öğrencilerinde sosyal destek ve siber zorbalığın incelenmesi. 18. Ulusal Eğitim Bilimleri Kurultayı’nda sunulmuş sözlü bildiri. Ege Üniversitesi, İzmir.
  • Bar-On, R. (1997) EQ-I Bar-On Emotional Quotient Inventory, Toronto, ON: Multi-Health Systems.
  • Baroncelli, A., & Ciucci, E. (2014). Unique effects of different components of trait emotional intelligence in traditional bullying and cyberbullying. Journal of Adolescence, 37(6), 807-815. https://doi.org/10.1016/j.adolescence.2014.05.009
  • Baştürk Akca, E., Sayımer, İ., & Ergül, S. (2015). Ortaokul öğrencilerinin sosyal medya kullanımları ve siber zorbalık deneyimleri: Ankara örneği. Global Media Journal: Turkish Edition, 5(10).
  • Bayram, N. (2013). Yapısal Eşitlik Modellemesine Giriş. Ezgi Kitapevi.
  • Bekir, S. (2018). Üniversite öğrencilerinde çevrimiçi oyun bağımlılığı düzeyinin duygusal şemalar, eylemli kişilik ve bazı değişkenler açısından incelenmesi Yayınlanmamış Yüksek Lisans Tezi. Sakarya Üniversitesi
  • Bekir, S. ve Yıldırım, S. (2018) Adaptation of questionnaire on online gaming addiction for university students. Journal of Family, Counseling and Education, 3(1), 30-37.
  • Bekir, S., & Çelik, E. (2019). Examining the Factors Contributing to Adolescents’ Online Game Addiction. Anales De Psicología/Annals of Psychology, 35(3), 444-452.
  • Belsey, B. (2007). Cyberbullying: A real and growing threat. ATA Magazine, 88(1), 14-21.
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  • Hazar, Z., & Hazar, M. (2017). Digital Game Addiction Scale for Children Çocuklar İçin Dijital Oyun Bağımlılığı Ölçeği. Journal of Human Sciences, 14(1), 203-216.
  • 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.
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  • Kırat, M. N. (2019). Ergenlerde sanal zorbalık beden imgesi ve duygusal zekâ arasındaki yordayıcı ilişki (Master's thesis, İstanbul Sabahattin Zaim Üniversitesi, Sosyal Bilimler Enstitüsü, Eğitim Bilimleri Anabilim Dalı).
  • Kircaburun, K., Demetrovics, Z., Griffiths, M. D., Király, O., Kun, B., & Tosuntaş, Ş. B. (2020). Trait emotional intelligence and internet gaming disorder among gamers: The mediating role of online gaming motives and moderating role of age groups. International Journal of Mental Health and Addiction, 18(5), 1446-1457.
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  • Ko, C. H., Yen, C. F., Yen, C. N., Yen, J. Y., Chen, C. C., & Chen, S. H. (2005). Screening for Internet addiction: an empirical study on cut‐off points for the Chen Internet Addiction Scale. The Kaohsiung journal of medical sciences, 21(12), 545-551.
  • Kokkinos, C. M., & Kipritsi, E. (2012). The relationship between bullying, victimization, trait emotional intelligence, self-efficacy and empathy among preadolescents. Social psychology of education, 15(1), 41-58.
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  • Köksal, A. (2007). Bar-On duygusal zekâ ölçeği çocuk ve ergen formu (EQ-i YV) geçerlik güvenirlik çalışması. In International Emotional Intelligence and Communication Symposium Proceedings Book I içinde (pp. 15-22).
  • Kwak, H., Blackburn, J., & Han, S. (2015, April). Exploring cyberbullying and other toxic behavior in team competition online games. In Proceedings of the 33rd annual ACM conference on human factors in computing systems (pp. 3739-3748).
  • Leung, L., & Lee, P. S. (2012). The influences of information literacy, Internet addiction and parenting styles on Internet risks. New Media & Society, 14(1), 117-136.
  • Li, Q. (2006). Cyberbullying in schools: A research of gender differences. School psychology international, 27(2), 157-170.
  • Mustafaoğlu, R., & YASACI, Z. (2018). Dijital oyun oynamanın çocukların ruhsal ve fiziksel sağlığı üzerine olumsuz etkileri. Bağımlılık Dergisi, 19(3), 51-58.
  • Mayer, J. D., Salovey, P., Salovey, P., & Sluyter, D. (1997). Emotional development and emotional intelligence: Implications for educators. What is Emotional İntelligence, 3-31.
  • McInroy, L. B., & Mishna, F. (2017). Cyberbullying on online gaming platforms for children and youth. Child and adolescent social work journal, 34(6), 597-607.
  • Mehroof, M., & Griffiths, M. D. (2010). Online gaming addiction: the role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety. Cyberpsychology, behavior, and social networking, 13(3), 313-316.
  • Navarro, R., Serna, C., Martínez, V., & Ruiz-Oliva, R. (2013). The role of Internet use and parental mediation on cyberbullying victimization among Spanish children from rural public schools. European journal of psychology of education, 28(3), 725-745.
  • Ojedokun, O., & Idemudia, E. S. (2013). The moderating role of emotional intelligence between PEN personality factors and cyberbullying in a student population. Life Science Journal, 10(3), 1924-1930.
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  • Qudah, M. F. A., Albursan, I. S., Bakhiet, S. F. A., Hassan, E. M. A. H., Alfnan, A. A., Aljomaa, S. S., & AL-khadher, M. M. A. (2019). Smartphone Addiction and Its Relationship with Cyberbullying Among University Students. International Journal of Mental Health and Addiction, 1-16.
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  • Van Rooij, A. J., Schoenmakers, T. M., Van de Eijnden, R. J., & Van de Mheen, D. (2010). Compulsive Internet use: the role of online gaming and other Internet applications. Journal of Adolescent Health, 47(1), 51-57. https://doi.org/10.1016/j.jadohealth.2009.12.021
  • Vandebosch, H., & Van Cleemput, K. (2009). Cyberbullying among youngsters: Profiles of bullies and victims. New Media & Society, 11(8), 1349-1371. https://doi.org/10.1177/1461444809341263
  • Williams, K. R., & Guerra, N. G. (2007). Prevalence and predictors of Internet bullying. Journal of Adolescent Health, 41(6), 14-21. https://doi.org/10.1016/j.jadohealth.2007.08.018
  • Wolak, J., Mitchell, K. J., & Finkelhor, D. (2007). Does online harassment constitute bullying? An exploration of online harassment by known peers and online-only contacts. Journal of adolescent health, 41(6), S51-S58.
  • Yang, S. C. (2012). Paths to bullying in online gaming: The effects of gender, preference for playing violent games, hostility, and aggressive behavior on bullying. Journal of educational computing research, 47(3), 235-249.
  • Ybarra, M. L., & Mitchell, K. J. (2004). Online aggressor/targets, aggressors, and targets: A comparison of associated youth characteristics. Journal of Child Psychology and Psychiatry, 45(7), 1308-1316. https://doi.org/10.1111/j.1469-7610.2004.00328.x
  • Young, K., Pistner, M., Omara, James., & Buchanan, J. (1999). Cyber disorders: The mental health concern for the new millennium. CyberPsychology & Behavior, 2(5), 475- 479.
  • Zsila, Á., Orosz, G., Bőthe, B., Tóth-Király, I., Király, O., Griffiths, M., & Demetrovics, Z. (2018). An empirical study on the motivations underlying augmented reality games: The case of Pokémon Go during and after Pokémon fever. Personality and İndividual Differences, 133, 56-66.
Toplam 89 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Bölüm Tam Sayı
Yazarlar

Seyhan Bekir 0000-0002-4191-6539

İsmail Kuşci 0000-0002-2178-8429

Nuran Bayram Arlı Bu kişi benim 0000-0001-5492-184X

Yayımlanma Tarihi 31 Aralık 2021
Gönderilme Tarihi 21 Ocak 2021
Yayımlandığı Sayı Yıl 2021 Sayı: 54

Kaynak Göster

APA Bekir, S., Kuşci, İ., & Bayram Arlı, N. (2021). The Relationship between Cyber Bullying/Victimization and Emotional Intelligence in Secondary School Students: Mediator Role of Internet Gaming Disorder. Yüzüncü Yıl Üniversitesi Sosyal Bilimler Enstitüsü Dergisi(54), 217-238. https://doi.org/10.53568/yyusbed.1052434

Yüzüncü Yıl Üniversitesi Sosyal Bilimler Dergisi Creative Commons Atıf-GayriTicari 4.0 Uluslararası Lisansı (CC BY NC) ile lisanslanmıştır.