Understanding the relationship between digital game addiction, academic motivation, classroom engagement and selfishness

dc.contributor.authorKaraoğlan Yılmaz, Fatma Gizem
dc.contributor.authorYılmaz, Ramazan
dc.contributor.authorYılmaz, Ramazan
dc.contributor.authorKaraoğlan Yılmaz, Fatma Gizem
dc.date.accessioned2025-10-18T10:02:44Z
dc.date.created2023
dc.date.issued2023
dc.departmentFakülteler, Fen Fakültesi, Bilgisayar Teknolojisi ve Bilişim Sistemleri Bölümü
dc.description.abstractToday, due to the increasing interest in hybrid education environments and technology integration into the course, mobile devices have started to be used in face-to-face classroom lessons. In addition to the many advantages of using mobile devices in the classroom, it also leads to some undesirable situations. One is related to developing students' habits of playing digital games during the lesson. This research aimed to determine the relationship between students' digital game addiction and selfishness, one of the individual differences, on their academic motivation and classroom engagement. Participants were 860 high school students in grades 9 to 12. The research used a correlational design. The result of a path analysis revealed that selfishness was related to digital game addiction; as the level of selfishness of the students' increased, the probability of digital game addiction also increased. Also, digital game addiction was associated with academic motivation and was not related to classroom engagement, such that, as academic motivation levels of the students increased, the classroom engagement levels also increased. Recommendations for what can be done to increase the students' academic motivation and classroom engagement are discussed.
dc.identifier.doi10.1177/20556365231210971
dc.identifier.issn2055-6365
dc.identifier.issn2055-6373
dc.identifier.orcidKaraoğlan Yılmaz, Fatma Gizem/0000-0003-4963-8083;
dc.identifier.scopus2-s2.0-105004759645
dc.identifier.scopusqualityQ2
dc.identifier.urihttps://doi.org/10.1177/20556365231210971
dc.identifier.urihttps://hdl.handle.net/11772/20759
dc.identifier.wosWOS:001204868400001
dc.identifier.wosqualityQ2
dc.indekslendigikaynakWeb of Science
dc.indekslendigikaynakScopus
dc.language.isoen
dc.publisherSage Publications Ltd
dc.relation.ispartofJournal of Psychologists and Counsellors in Schools
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/closedAccess
dc.snmzWoS_20251016
dc.subjectDigital Game Addiction
dc.subjectSelfishness
dc.subjectAcademic Motivation
dc.subjectClassroom Engagement
dc.titleUnderstanding the relationship between digital game addiction, academic motivation, classroom engagement and selfishness
dc.typeArticle
dspace.entity.typePublication
relation.isAuthorOfPublicationf8345729-c306-40fa-9207-9bef745b9621
relation.isAuthorOfPublicationcb421821-8997-4fbd-9234-f1d547288629
relation.isAuthorOfPublication.latestForDiscoveryf8345729-c306-40fa-9207-9bef745b9621

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