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

dc.contributor.authorDurak, Hatice Yildiz
dc.contributor.authorKidiman Demirhan, Esra
dc.contributor.authorCitil, Mahmut
dc.date.accessioned2025-10-18T13:23:05Z
dc.date.created2021
dc.date.issued2021
dc.departmentBartın Üniversitesi
dc.description.abstractThis 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.
dc.identifier.doi10.1016/j.compedu.2021.104378
dc.identifier.issn0360-1315
dc.identifier.issn1873-782X
dc.identifier.orcidKidiman, Esra/0000-0001-8529-5431
dc.identifier.orcidCitil, Mahmut/0000-0001-7607-6595
dc.identifier.orcidYILDIZ DURAK, Hatice/0000-0002-5689-1805;
dc.identifier.scopus2-s2.0-85118920729
dc.identifier.scopusqualityQ1
dc.identifier.urihttps://doi.org/10.1016/j.compedu.2021.104378
dc.identifier.urihttps://hdl.handle.net/11772/22684
dc.identifier.volume177
dc.identifier.wosWOS:000720457700007
dc.identifier.wosqualityQ1
dc.indekslendigikaynakWeb of Science
dc.indekslendigikaynakScopus
dc.language.isoen
dc.publisherPergamon-Elsevier Science Ltd
dc.relation.ispartofComputers & Education
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/closedAccess
dc.snmzWoS_20251016
dc.subjectGifted
dc.subjectNon-Gifted
dc.subjectOnline Game Addiction
dc.subjectContingencies Of Self-Worth
dc.subjectAcademic Self-Efficacy
dc.subjectMetacognitive Awareness Levels
dc.titleExamining various risk factors as the predictors of gifted and non-gifted high school students' online game addiction
dc.typeArticle
dspace.entity.typePublication

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