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Awareness and Determination of Digital Game Addiction Levels among Nursing Students
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Objective: This study aimed to determine nursing students’ awareness of digital game addiction and their addiction levels. Method: This cross-sectional study was conducted between 01.12.2022 and 01.03.2023. The study’s universe was the nursing department of a university. The sample size was calculated as n = 362 using the known sample selection method. Data were collected using a personal information form, the Digital Game Addiction Scale for University Students, and the Digital Game Addiction Awareness Scale. The Mann–Whitney U test, the Kruskal–Wallis test, Spearman’s rho, and logistic regression were used in the analyses. Results: It was determined that males (7.136 times), those with psychiatric illnesses (0.137 times), those who received education on digital games (0.278 times), and those who used their phone for extended periods (1.228 times) had a higher risk of digital game addiction (p < 0.05). When the factors related to digital game addiction awareness were examined, women (0.522 times), those with a high income (2.894 times), ad those with low digital game addiction scores (0.901) were less at risk (p < 0.05). Conclusion: Digital game addiction scores increase as phone-computer usage and phone game playing time increase. In terms of digital addiction, males, those with a history of psychiatric illness, those who received education through digital games, and those who used their phones for long periods were at a higher risk. Women, those with a high-income status, those with low digital game addiction scores, and those with a heightened awareness of digital game addiction are more aware of digital game addiction.
Gumushane University
Title: Awareness and Determination of Digital Game Addiction Levels among Nursing Students
Description:
Objective: This study aimed to determine nursing students’ awareness of digital game addiction and their addiction levels.
Method: This cross-sectional study was conducted between 01.
12.
2022 and 01.
03.
2023.
The study’s universe was the nursing department of a university.
The sample size was calculated as n = 362 using the known sample selection method.
Data were collected using a personal information form, the Digital Game Addiction Scale for University Students, and the Digital Game Addiction Awareness Scale.
The Mann–Whitney U test, the Kruskal–Wallis test, Spearman’s rho, and logistic regression were used in the analyses.
Results: It was determined that males (7.
136 times), those with psychiatric illnesses (0.
137 times), those who received education on digital games (0.
278 times), and those who used their phone for extended periods (1.
228 times) had a higher risk of digital game addiction (p < 0.
05).
When the factors related to digital game addiction awareness were examined, women (0.
522 times), those with a high income (2.
894 times), ad those with low digital game addiction scores (0.
901) were less at risk (p < 0.
05).
Conclusion: Digital game addiction scores increase as phone-computer usage and phone game playing time increase.
In terms of digital addiction, males, those with a history of psychiatric illness, those who received education through digital games, and those who used their phones for long periods were at a higher risk.
Women, those with a high-income status, those with low digital game addiction scores, and those with a heightened awareness of digital game addiction are more aware of digital game addiction.
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