The Impact of Gaming on Fear of Missing Out: The Case of Bahcesehir University E-Sports Team

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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
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  Data: The Impact of Gaming on Fear of Missing Out: The Case of Bahcesehir University E-Sports Team
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  Data: 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
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  Data: <searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Games%22">Computer Games</searchLink><br /><searchLink fieldCode="DE" term="%22Addictive+Behavior%22">Addictive Behavior</searchLink><br /><searchLink fieldCode="DE" term="%22Fear%22">Fear</searchLink><br /><searchLink fieldCode="DE" term="%22Social+Media%22">Social Media</searchLink><br /><searchLink fieldCode="DE" term="%22College+Students%22">College Students</searchLink><br /><searchLink fieldCode="DE" term="%22Athletics%22">Athletics</searchLink><br /><searchLink fieldCode="DE" term="%22Academic+Achievement%22">Academic Achievement</searchLink><br /><searchLink fieldCode="DE" term="%22Violence%22">Violence</searchLink><br /><searchLink fieldCode="DE" term="%22Behavior+Problems%22">Behavior Problems</searchLink><br /><searchLink fieldCode="DE" term="%22Communication+Problems%22">Communication Problems</searchLink><br /><searchLink fieldCode="DE" term="%22Family+Problems%22">Family Problems</searchLink><br /><searchLink fieldCode="DE" term="%22Interpersonal+Relationship%22">Interpersonal Relationship</searchLink><br /><searchLink fieldCode="DE" term="%22Visual+Impairments%22">Visual Impairments</searchLink>
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  Data: <searchLink fieldCode="DE" term="%22Turkey%22">Turkey</searchLink>
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  Data: 1913-9020
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  Data: 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.
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      – Text: English
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        PageCount: 8
        StartPage: 130
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      – SubjectFull: Foreign Countries
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      – SubjectFull: Computer Games
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      – SubjectFull: Addictive Behavior
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      – SubjectFull: Fear
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      – SubjectFull: Social Media
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      – SubjectFull: College Students
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      – SubjectFull: Athletics
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      – SubjectFull: Academic Achievement
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      – SubjectFull: Violence
        Type: general
      – SubjectFull: Behavior Problems
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      – SubjectFull: Communication Problems
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      – SubjectFull: Family Problems
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      – SubjectFull: Interpersonal Relationship
        Type: general
      – SubjectFull: Visual Impairments
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      – SubjectFull: Turkey
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      – TitleFull: The Impact of Gaming on Fear of Missing Out: The Case of Bahcesehir University E-Sports Team
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