Investigation of the relationship between university students' mobile gaming motivations and loneliness levels

IF 0.7 Q3 EDUCATION & EDUCATIONAL RESEARCH
N. Öz, Ferhat Üstün
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引用次数: 1

Abstract

Background and Study Aim. The aim of this study is to determine the mobile game motivations and loneliness levels of university students and to evaluate the relationship between them. Material and Methods. In the study, the "Mobile Game Motivation Scale" developed by Üstün ve Öz and the "UCLA Loneliness Scale" developed by Russell et al and adapted to Turkish culture by Demir were used as data collection tools. 365 (Nwomen:140; Nmen:225) university students participated in the study on a voluntary basis. SPSS package program was used in the analysis of the data, and it was tested with parametric tests. Results. As a result of the study, in favor of men in all Mobile Game Motivaton Scale and sub-dimensions according to gender, significant differences were found in the loneliness scale against those who have a higher income level than their monthly income. It can be said that the game motivation increases as the game playing time and weekly free time increase. In addition, a low level of positive correlation was found with Mobile Games Motivation Scale and UCLA Loneliness Scale. Conclusions. The researchers conducted their studies on the concept of 'motivation', which is considered to be a major deficiency in studies in the field of social internet in general and mobile games in particular, and 'loneliness', which is accepted as a universal problem, and reached generalizable results on generation Z undergraduate students. The researchers presented a different perspective to the literature by examining the relationship between 'loneliness' and the structure they created through the sub-dimensions of Mobile Games Motivation Scale 'developmental tasks', 'escape and competition' and 'mobile flow'.
大学生手机游戏动机与孤独感的关系研究
背景与研究目的。本研究的目的是确定手机游戏动机和大学生的孤独感水平,并评估两者之间的关系。材料和方法。本研究使用Üstün ve Öz开发的“手机游戏动机量表”和Russell等人开发的、Demir根据土耳其文化改编的“UCLA孤独量表”作为数据收集工具。365 (Nwomen: 140;男:225名大学生自愿参加了这项研究。采用SPSS软件包程序对数据进行分析,并采用参数检验进行检验。结果。研究结果显示,在所有手机游戏动机量表和子维度中,男性在性别上都更占优势,而那些收入水平高于月收入的人在孤独感量表上存在显著差异。可以说,游戏动机随着游戏时间和每周自由时间的增加而增加。此外,手机游戏动机量表与UCLA孤独感量表存在较低的正相关。结论。研究人员对“动机”的概念进行了研究,这被认为是社交网络特别是手机游戏领域研究的主要缺陷,以及“孤独”的概念,这被认为是一个普遍存在的问题,并在Z一代本科生中得出了可推广的结果。研究人员通过研究“孤独”与他们通过手机游戏动机量表的子维度“发展任务”、“逃避与竞争”和“移动流”创造的结构之间的关系,呈现出一种不同的观点。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Physical Education of Students
Physical Education of Students EDUCATION & EDUCATIONAL RESEARCH-
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