World Journal on Educational
Technology: Current Issues
Volume 10, Issue 1, (2018) 29-40
www.wj-et.eu
Examining computer gaming addiction in terms of different
variables
Adile Askim Kurt, Department of Computer Education & Instructional Technologies, College of Education,
Anadolu University, 26470 Eskisehir, Turkey.
Ezgi Dogan, Department of Computer Education & Instructional Technologies, College of Education, Anadolu
University, 26470 Eskisehir, Turkey.
Yasemin Kahyaoglu Erdogmus*, Department of Computer Education & Instructional Technologies, College of
Education, Anadolu University, 26470 Eskisehir, Turkey.
Bulent Gursel Emiroglu, Department of Computer Engineering, Engineering Faculty, Kirikkale University,
Kirikkale, Turkey.
Suggested Citation:
Kurt, A. A., Dogan, E., Erdogmus, Y. K. & Emiroglu B. G. (2018). Examining computer gaming addiction in terms of
different variables. World Journal on Educational Technology: Current Issues. 10(1), 29–40.
Received date September 12, 2017; revised date November 16, 2017; accepted date December 06, 2017.
Selection and peer review under responsibility of Prof. Dr. Servet Bayram, Yeditepe University, Istanbul, Turkey.
©
2018 SciencePark Research, Organization & Counseling. All rights reserved.
Abstract
The computer gaming addiction is one of the newer concepts that young generations face and can be defined as the
excessive and problematic use of computer games leading to social and/or emotional problems. The purpose of this study is
to analyse through variables the computer gaming addiction levels of secondary school students. The research was
conducted with survey and causal-comparative quantitative research methods. Furthermore, the quantitative data was
obtained by interpreting the data obtained through open-ended questions. Findings reveal a significant difference between
computer gaming addiction and variables of gender, daily gaming times and whether or not students play games with people
they do not know. However, findings did not show any significant difference between computer gaming addiction and
variables of grade or purposes of game playing. According to the findings from qualitative data analysis, students mostly
prefer to play skill-based games, while they would want to design action games.
Keywords: Computer gaming, daily gaming times, game addiction, purposes of game playing, secondary school students.
* ADDRESS FOR CORRESPONDENCE: Yasemin Kahyaoglu Erdogmus, Department of Computer Education & Instructional
Technologies, College of Education, Anadolu University, 26470 Eskisehir, Turkey. E-mail address:
yasemin.kahyaoglu@gmail.com / Tel.: +90(222) 335 05 80/1922