Examining various risk factors as the predictors of gifted and non-gifted high school students' online game addiction


DURAK H., Kidiman Demirhan E., ÇİTİL M.

COMPUTERS & EDUCATION, cilt.177, 2022 (SCI-Expanded) identifier identifier

  • Yayın Türü: Makale / Tam Makale
  • Cilt numarası: 177
  • Basım Tarihi: 2022
  • Doi Numarası: 10.1016/j.compedu.2021.104378
  • Dergi Adı: COMPUTERS & EDUCATION
  • Derginin Tarandığı İndeksler: Science Citation Index Expanded (SCI-EXPANDED), Social Sciences Citation Index (SSCI), Scopus, Academic Search Premier, Aerospace Database, Applied Science & Technology Source, Communication Abstracts, Compendex, Computer & Applied Sciences, EBSCO Education Source, Education Abstracts, Educational research abstracts (ERA), INSPEC, Metadex, Psycinfo, DIALNET, Civil Engineering Abstracts
  • Anahtar Kelimeler: Gifted, Non-gifted, Online game addiction, Contingencies of self-worth, Academic self-efficacy, Metacognitive awareness levels, CONTINGENT SELF-WORTH, GAMING MOTIVATION, INTERNET USE, CHILDREN, SCALE, TIME, PLAY
  • Gazi Üniversitesi Adresli: Evet

Özet

This study aims to determine the risk factors that predict online game addiction of gifted and non gifted high school students. The causal comparison research model was used in this study. The study group consists of 245 high school students, 113 gifted and 132 non-gifted. Personal information form and 4 different scales were used to collect the data. Multinominal logistic regression analysis was used to examine which factors are important in distinguishing online gaming behavior categories from each other and which factors are risky. According to the research results, the variables of appearance, competition, and virtue, which are the dimensions of gender, general academic point average, the most preferred online game type variables, have effects on the online game addiction of gifted students. In addition, it was observed that being a woman and virtue reduce the possibility of being moderately addicted to online games, while competition increased. It was determined that appearance value perception increases the probability of being a high-level online game addict. Appearance, competition, and academic competency variables from the most preferred online game type variables, contingencies of self-worth dimensions affect the addiction of non-gifted high school students to play online games. The preference for multi-user and social media games increases the likelihood of being moderately addicted to online games. It was determined that appearance and competitive value perception increase the probability of being addicted to high-level online games, and academic competency decreases. The results of the study will shed light on school-based prevention studies in terms of determining the distinguishing factors for gifted and non-gifted high school students' online game playing behaviors.