出版社:Nigde University School of Physical Education and Sports
摘要:Introduction and Aim: The game, which is as old as human history, has undergone many changes from past to present. The shape and content of the games played together with the developing technology have also changed. The most obvious example of this is digital games, especially since the beginning of the 1980s. At the beginning of the most fundamental criticisms of digital games, which are judged by many different points of view, the structure of these games is to bring the individuals who play the necessary role to a still and passive position. The purpose of this research; Is to examine the level of digital game addiction and physical activity of middle school students in terms of various variables. Method: In the research designed according to the quantitative research model, relational screening was used. A total of 330 participants, 149 female and 181 male, were included in the study. In the study, "Digital Play Dependency Scale for Children" and "Cognitive Behavioral Physical Activity Scale" were used. Descriptive statistics, t-Test, ANOVA and Correlation analyzes were performed using SPSS 23 package program. Findings: According to the results of the research; Participants' levels of digital game addiction differ significantly in terms of "gender, age, regular sport, daily average playing time".The physical activity levels of the participants show significant differences according to the variables of "daily regular sports training, father education level".Participants were found to have a negative and significant relationship between total scores for "digital game addiction" and "physical activity levels". Results: As a result; It can be said that physical activity-sport can be an important tool in solving the problem of digital play addiction, which is a kind of virtual addiction of the individuals. Key Words: Game, digital game, addiction, physical activity, sport.