Re-evaluating the Digital Gaming Profiles ofChildren and Adolescents during the COVID-19Pandemic: A Comparative Analysis Comprising 2Years of Pre-Pandemic Data
Compared with the data from May 2018, the time spent playing digitalgames and the total score of the IGDQ were significantly higher in boys than in girls (p
📌 3 Key Takeaways
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Objective & Hypothesis:In this study, we aimed to examine the technology use behaviors and problematic gaming profiles of childrenand adolescents during the coronavirus disease 2019 pandemic lockdown period.
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Key Findings & Data:The Internet Gaming Disorder Questionnaire (IGDQ) was distributed online to students aged 10 to 18 years.
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Conclusion & Impact:Compared with the data from May 2018, the time spent playing digitalgames and the total score of the IGDQ were significantly higher in boys than in girls (p
🔬Design:Survey & Empirical Study
📍Scope:2019 Verileri
⚙️Variables:Domain Parameters
Abstract
In this study, we aimed to examine the technology use behaviors and problematic gaming profiles of childrenand adolescents during the coronavirus disease 2019 pandemic lockdown period. We compared the findingswith data collected before the pandemic. The Internet Gaming Disorder Questionnaire (IGDQ) was distributed online to students aged 10 to 18 years. More than half of the participants (54%) spent more time playingdigital games during the pandemic. Compared with the data from May 2018, the time spent playing digitalgames and the total score of the IGDQ were significantly higher in boys than in girls (p
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Cite This Article
SOYLU, N., GÖRMEZ, V., ÇAKIROĞLU, S. (2022). Re-evaluating the Digital Gaming Profiles ofChildren and Adolescents during the COVID-19Pandemic: A Comparative Analysis Comprising 2Years of Pre-Pandemic Data. Addicta: The Turkish Journal on Addictions, Cilt: 8 - Sayı: 1, 51–57. https://ajindex.com/articles/856978
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