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Being a Child in the Digital World: Balancing Anxiety Levels

Yıl 2023, Cilt: 14 Sayı: 1, 68 - 75, 01.01.2023
https://doi.org/10.31067/acusaglik.1134538

Öz

Purpose: The aim of this study is to examine the anxiety levels of children who are alone with the digital environment.
Materials and Methods: The research was carried out with 15 children aged between 14-18 in Ankara. Data were collected through in-depth interviews and analyzed by content analysis.
Results: When children's views on the concept of digital game are examined, it can be said that digital game has positive and negative aspects for children. While positive emotions are felt at the moment of success in the game, unhappiness, anger, anxiety and anxiety occur at the time of failure.
Conclusion: It can be said that children playing digital games are exposed to the anxiety and anxiety created by the virtual world while playing digital games, as a result of the answers given by the children to the questions regarding this concept.

Destekleyen Kurum

none

Kaynakça

  • 1. Barut, B., (2019). Investigation of the relationship between digital game addiction level and perceived social support and emotion regulation in adolescents (Master's thesis, Hasan Kalyoncu University).
  • 2. Bicer, T., (1998). Peak Performance, 3rd ed. Istanbul, Beyaz Publications.
  • 3. Budak, S., (2000). Psycholgoy glossary. (First press). Ankara: Science and Art Publications.
  • 4. Büyüköztürk, Ş., Akgün, Ö.E., Karadeniz, Ş., Demirel, F., Kılıç, E, (2016). Scientific research methods. (20th Press) Ankara:PegemA.
  • 5. Choi C.,Hums M. and Bum C. H., (2018). Impact of thefamilyenvironment on juvenile mental health: E-Sports onlinegameaddiction and delinquency. International Journal of EnvironmentalResearch and Public Health, 15(12), 2850.
  • 6. Creswell, J. W., (2003). Research Design Qualitative and QuantitativeApproaches. (2nd Ed.) ThousandOaks, CA: SagePublication.
  • 7. Çelik, I., Şahin, I., Eren, F., (2014). Metaphorical perceptions of middle school students regarding computer games. Journal of Social, Education, Economics and Management Engineering, 8(8), 2552-2557.
  • 8. Dağ, İ., (1999). Anxiety in the Light of Psychology. East-West Thought Journal. (6). 181-189.
  • 9. Dikeç, G., Bektaş, B., Turhan, A. and Çevik, S., (2017). Relationship between smart-phone addiction and loneliness among adolescents. Journal of Dependence, 18(4), 103-111.
  • 10. Durdu, P., Tüfekçi, A. and Çağıltay, K., (2005). Computer game playing habits and game preferences of university students: A comparative study between METU and Gazi University students. Eurasion Journal of Educational Research, 19, 66-76.
  • 11. Ersevim, İ., (2005). Fundamentals of Freud and Psychoanalysis. (Third edition). Istanbul: Assos Publications.
  • 12. Esen, B.K. and Gündoğdu, M., (2010). The relationship between internet addiction, peer pressure, and perceived social support in adolescents. The International Journal of EducationalResearchers, 2(1), 29-36.
  • 13. Gentile, D. A.,Choo, H., Liau, A., Sim, T., Li, D., Fung, D., &Khoo, A., (2011). Pathological video game use among youths: a two-year longitudinal study. Pediatrics, 127(2), e319-e329.
  • 14. Glesne, C., (2012). Introduction to qualitative research. A. Ersoy and P. Yalçınoğlu (Trans. Ed.). Ankara: Anı.
  • 15. Irmak, A.Y., Erdoğan, S., (2016). Ergen ve Genç Erişkinlerde Dijital Oyun Bağımlılığı: Güncel Bir Bakış. Türk Psikiyatri Dergisi, 1-11.
  • 16. Kennedy-Behr A, Rodger S, Mickan S., (2015).Play or hard work: Unpacking well-being at preschool. Res Dev Disabil. 38:30-8.
  • 17. Kowert, R.,Domahidi, E., Festl, R., &Quandt, T. (2014). Social gaming, lonely life? The impact of digital gameplay on adolescents’ social circles. Computers in human behavior, 36, 385-390.
  • 18. Kuş, E., (2012). Quantitative-qualitative research techniques. (4th Press). Ankara: Anı.
  • 19. Lemmens, J. S.,Valkenburg, P. M., and Peter, J., (2011). Psycho-social causes and consequences of pathological gaming. Computers in Human Behavior, 27(1), 144-152.
  • 20. Lemmens, J.S.,Valkenburg, P.M. & Peter, J., (2009). Development and Validation Of a G Game AddictionScale For Adolescents. Media Psychology, 12(1), 77-95.
  • 21. Lillard AS, Lerner MD, Hopkins EJ, et al., (2013). The impact of pretendplay on children'sdevelopment: A review of theevidence. PsycholBull. 139(1):1-34.
  • 22. Miles, M. B. ve Huberman, A. M., (1994). Qualitative data analysis. (Second edition). California: SagePublication.
  • 23. Mustafaoğlu, R. ve Yasacı, Z., (2018). The negative effects of playing digital games on the mental and physical health of children. Journal of Addiction, 19(3), 51-58.
  • 24. Pala,F., Erdem, M., (2011). A Study on the Relationship between Digital Game Preference and Game Preference and Gender, Grade Level and Learning Style. Ahi Evran University Education Faculty Jounral,12(2),53-71.
  • 25. Patton, M. Q., (2002). Qualitative research & evaluation methods. Thousand Oaks California: Sage Publications.
  • 26. Romer, D.,Bagdasarov, Z., &More, E., (2013). Older versus newer media and the well-being of United States youth: results from a national longitudinal panel. Journal of Adolescent Health, 52(5), 613-619.
  • 27. Sarantakos, S., (2005). Social Research (3rd Ed.). New York: Palgra and Macmillan.
  • 28. Sormaz, F., ve Yüksel, H., (2012). Changing childhood, industrialization of games and toys and consumption culture. Gaziantep University Social Sciences Journal, 11(3): 985 -1008.
  • 29. Türk Language Society (2021). Great Turkish Dictionary. Access Date:17.03.2021 http://www.tdk.gov.tr/index.php?
  • 30. Villani, D.,Carissoli, C., Triberti, S., Marchetti, A., Gilli, G., and Riva, G., (2018). 80 Video games for emotion regulation: A systematic review. Games for Health Journaly, 7, 85-99.
Yıl 2023, Cilt: 14 Sayı: 1, 68 - 75, 01.01.2023
https://doi.org/10.31067/acusaglik.1134538

Öz

Kaynakça

  • 1. Barut, B., (2019). Investigation of the relationship between digital game addiction level and perceived social support and emotion regulation in adolescents (Master's thesis, Hasan Kalyoncu University).
  • 2. Bicer, T., (1998). Peak Performance, 3rd ed. Istanbul, Beyaz Publications.
  • 3. Budak, S., (2000). Psycholgoy glossary. (First press). Ankara: Science and Art Publications.
  • 4. Büyüköztürk, Ş., Akgün, Ö.E., Karadeniz, Ş., Demirel, F., Kılıç, E, (2016). Scientific research methods. (20th Press) Ankara:PegemA.
  • 5. Choi C.,Hums M. and Bum C. H., (2018). Impact of thefamilyenvironment on juvenile mental health: E-Sports onlinegameaddiction and delinquency. International Journal of EnvironmentalResearch and Public Health, 15(12), 2850.
  • 6. Creswell, J. W., (2003). Research Design Qualitative and QuantitativeApproaches. (2nd Ed.) ThousandOaks, CA: SagePublication.
  • 7. Çelik, I., Şahin, I., Eren, F., (2014). Metaphorical perceptions of middle school students regarding computer games. Journal of Social, Education, Economics and Management Engineering, 8(8), 2552-2557.
  • 8. Dağ, İ., (1999). Anxiety in the Light of Psychology. East-West Thought Journal. (6). 181-189.
  • 9. Dikeç, G., Bektaş, B., Turhan, A. and Çevik, S., (2017). Relationship between smart-phone addiction and loneliness among adolescents. Journal of Dependence, 18(4), 103-111.
  • 10. Durdu, P., Tüfekçi, A. and Çağıltay, K., (2005). Computer game playing habits and game preferences of university students: A comparative study between METU and Gazi University students. Eurasion Journal of Educational Research, 19, 66-76.
  • 11. Ersevim, İ., (2005). Fundamentals of Freud and Psychoanalysis. (Third edition). Istanbul: Assos Publications.
  • 12. Esen, B.K. and Gündoğdu, M., (2010). The relationship between internet addiction, peer pressure, and perceived social support in adolescents. The International Journal of EducationalResearchers, 2(1), 29-36.
  • 13. Gentile, D. A.,Choo, H., Liau, A., Sim, T., Li, D., Fung, D., &Khoo, A., (2011). Pathological video game use among youths: a two-year longitudinal study. Pediatrics, 127(2), e319-e329.
  • 14. Glesne, C., (2012). Introduction to qualitative research. A. Ersoy and P. Yalçınoğlu (Trans. Ed.). Ankara: Anı.
  • 15. Irmak, A.Y., Erdoğan, S., (2016). Ergen ve Genç Erişkinlerde Dijital Oyun Bağımlılığı: Güncel Bir Bakış. Türk Psikiyatri Dergisi, 1-11.
  • 16. Kennedy-Behr A, Rodger S, Mickan S., (2015).Play or hard work: Unpacking well-being at preschool. Res Dev Disabil. 38:30-8.
  • 17. Kowert, R.,Domahidi, E., Festl, R., &Quandt, T. (2014). Social gaming, lonely life? The impact of digital gameplay on adolescents’ social circles. Computers in human behavior, 36, 385-390.
  • 18. Kuş, E., (2012). Quantitative-qualitative research techniques. (4th Press). Ankara: Anı.
  • 19. Lemmens, J. S.,Valkenburg, P. M., and Peter, J., (2011). Psycho-social causes and consequences of pathological gaming. Computers in Human Behavior, 27(1), 144-152.
  • 20. Lemmens, J.S.,Valkenburg, P.M. & Peter, J., (2009). Development and Validation Of a G Game AddictionScale For Adolescents. Media Psychology, 12(1), 77-95.
  • 21. Lillard AS, Lerner MD, Hopkins EJ, et al., (2013). The impact of pretendplay on children'sdevelopment: A review of theevidence. PsycholBull. 139(1):1-34.
  • 22. Miles, M. B. ve Huberman, A. M., (1994). Qualitative data analysis. (Second edition). California: SagePublication.
  • 23. Mustafaoğlu, R. ve Yasacı, Z., (2018). The negative effects of playing digital games on the mental and physical health of children. Journal of Addiction, 19(3), 51-58.
  • 24. Pala,F., Erdem, M., (2011). A Study on the Relationship between Digital Game Preference and Game Preference and Gender, Grade Level and Learning Style. Ahi Evran University Education Faculty Jounral,12(2),53-71.
  • 25. Patton, M. Q., (2002). Qualitative research & evaluation methods. Thousand Oaks California: Sage Publications.
  • 26. Romer, D.,Bagdasarov, Z., &More, E., (2013). Older versus newer media and the well-being of United States youth: results from a national longitudinal panel. Journal of Adolescent Health, 52(5), 613-619.
  • 27. Sarantakos, S., (2005). Social Research (3rd Ed.). New York: Palgra and Macmillan.
  • 28. Sormaz, F., ve Yüksel, H., (2012). Changing childhood, industrialization of games and toys and consumption culture. Gaziantep University Social Sciences Journal, 11(3): 985 -1008.
  • 29. Türk Language Society (2021). Great Turkish Dictionary. Access Date:17.03.2021 http://www.tdk.gov.tr/index.php?
  • 30. Villani, D.,Carissoli, C., Triberti, S., Marchetti, A., Gilli, G., and Riva, G., (2018). 80 Video games for emotion regulation: A systematic review. Games for Health Journaly, 7, 85-99.
Toplam 30 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Halk Sağlığı, Çevre Sağlığı
Bölüm Research Article
Yazarlar

Bekir Bariş Cihan 0000-0002-3107-3849

Ebru Araç Ilgar 0000-0002-0442-1158

Nursel Üstündağ Öcal 0000-0002-4951-0613

Erken Görünüm Tarihi 15 Kasım 2022
Yayımlanma Tarihi 1 Ocak 2023
Gönderilme Tarihi 22 Haziran 2022
Yayımlandığı Sayı Yıl 2023Cilt: 14 Sayı: 1

Kaynak Göster

EndNote Cihan BB, Araç Ilgar E, Üstündağ Öcal N (01 Ocak 2023) Being a Child in the Digital World: Balancing Anxiety Levels. Acıbadem Üniversitesi Sağlık Bilimleri Dergisi 14 1 68–75.