Analysis on Digital Game Playing Attitudes Amongst University Students: A Research on Generation Z

dc.contributor.authorÇobanoğlu, Halil Orbay
dc.contributor.authorTürktemiz, Halil
dc.contributor.authorBayraktar, Işık
dc.date.accessioned2026-01-24T12:01:00Z
dc.date.available2026-01-24T12:01:00Z
dc.date.issued2024
dc.departmentAlanya Alaaddin Keykubat Üniversitesi
dc.description.abstractThe aim of this study is to investigate university students’ attitudes who are called as Generation Z, on digital game playing. In this study, 109 female and 106 male students with a total of 215 students who are attending to various departments of Alanya Alaaddin Keykubat University, took place voluntarily. In the research, Digital Game Playing Attitude Scale (DGPBS) which was developed by Demir and Bozkurt (2019), was used. The data of the research was analysed using IBM SPSS 25 packaged software. To statistically analyse the data obtained from the participants, independent sample T-Test and one-way analysis of variance test are used. It is observed that there is a statically significant difference, according to the gender variable, by means of behavioural sub-dimension in students’ digital plays. It is detected that there is a statically significant difference, in terms of students’ cognitive sub-dimension digital plays causing from faculty difference. It is detected that there is a significant difference in students’ digital plays by means of any sub-dimension causing from class variable. It is observed that there is significant difference in students’ digital plays by means of cognitive sub-dimension according to the educational level variable of the mother. It is detected that there is significant difference in students’ digital plays by means of cognitive sub-dimension according to the digital play times. As a result of the research students’ digital play attitudes are affected accordingly to gender, faculty, class, digital play time and mother’s educational level.
dc.identifier.doi10.33459/cbubesbd.1213342
dc.identifier.endpage28
dc.identifier.issn1301-3335
dc.identifier.issn2149-1046
dc.identifier.issue1
dc.identifier.startpage16
dc.identifier.trdizinid1224320
dc.identifier.urihttps://search.trdizin.gov.tr/tr/yayin/detay/1224320
dc.identifier.urihttps://doi.org/10.33459/cbubesbd.1213342
dc.identifier.urihttps://hdl.handle.net/20.500.12868/3909
dc.identifier.volume19
dc.indekslendigikaynakTR-Dizin
dc.language.isoen
dc.relation.ispartofCBÜ Beden Eğitimi ve Spor Bilimleri Dergisi
dc.relation.publicationcategoryMakale - Ulusal Hakemli Dergi - Kurum Öğretim Elemanı
dc.rightsinfo:eu-repo/semantics/openAccess
dc.snmzKA_TR-Dizin_20260121
dc.subjectAttitude
dc.subjectGeneration Z
dc.subjectUniversity student
dc.subjectDigital games
dc.titleAnalysis on Digital Game Playing Attitudes Amongst University Students: A Research on Generation Z
dc.typeArticle

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