The Impact of Gaming on Fear of Missing Out: The Case of Bahcesehir University E-Sports Team
Saved in:
| Title: | The Impact of Gaming on Fear of Missing Out: The Case of Bahcesehir University E-Sports Team |
|---|---|
| Language: | English |
| Authors: | Demir, Ayse |
| Source: | International Education Studies. 2022 15(2):130-137. |
| Availability: | Canadian Center of Science and Education. 1595 Sixteenth Ave Suite 301, Richmond Hill, Ontario, L4B 3N9 Canada. Tel: 416-642-2606 Ext 206; Fax: 416-642-2608; e-mail: ies@ccsenet.org; Web site: http://www.ccsenet.org/journal/index.php/ies |
| Peer Reviewed: | Y |
| Page Count: | 8 |
| Publication Date: | 2022 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Higher Education Postsecondary Education |
| Descriptors: | Foreign Countries, Computer Games, Addictive Behavior, Fear, Social Media, College Students, Athletics, Academic Achievement, Violence, Behavior Problems, Communication Problems, Family Problems, Interpersonal Relationship, Visual Impairments |
| Geographic Terms: | Turkey |
| ISSN: | 1913-9020 |
| Abstract: | The presents study sought the impact of gaming on the fear of missing out on social media and compared these variables by the participants' demographic characteristics. A total of 94 e-Sports players, 9 females (9.6%) and 85 males (90.4%), participated in the research. The data were collected using a demographic information form, the Digital Game Addiction Scale, and the Fear of Missing out Scale. Demographic characteristics of the participants were shown as frequencies and percentages. The Kolmogorov-Smirnov and Shapiro-Wilks tests revealed the data showed a normal distribution. Therefore, an independent samples t-test, a one-way analysis of variance (ANOVA), and a linear regression analysis were utilized to examine the relationships between the variables. All analyses were performed on SPSS 20.0 at a 95% confidence level. The findings suggested that the young engaging in gaming for a long time may have several problems such as a decline in academic achievement, normalization of violent behaviors in games, decrease in communication with family members, disruptions in social relations, and deteriorated vision. |
| Abstractor: | As Provided |
| Entry Date: | 2022 |
| Accession Number: | EJ1341334 |
| Database: | ERIC |
| Abstract: | The presents study sought the impact of gaming on the fear of missing out on social media and compared these variables by the participants' demographic characteristics. A total of 94 e-Sports players, 9 females (9.6%) and 85 males (90.4%), participated in the research. The data were collected using a demographic information form, the Digital Game Addiction Scale, and the Fear of Missing out Scale. Demographic characteristics of the participants were shown as frequencies and percentages. The Kolmogorov-Smirnov and Shapiro-Wilks tests revealed the data showed a normal distribution. Therefore, an independent samples t-test, a one-way analysis of variance (ANOVA), and a linear regression analysis were utilized to examine the relationships between the variables. All analyses were performed on SPSS 20.0 at a 95% confidence level. The findings suggested that the young engaging in gaming for a long time may have several problems such as a decline in academic achievement, normalization of violent behaviors in games, decrease in communication with family members, disruptions in social relations, and deteriorated vision. |
|---|---|
| ISSN: | 1913-9020 |