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The sample includes 397 randomly selected students from Firat University and Inonu University in 2019. Frequency distributions, two-way ANOVA, and independent t-tests assess differences, while Tukey testing identifies specific group contrasts. Results show no significant differences by department, class, gender, or age, but significant variation by playing status and daily playing time, with mean addiction scores (2.29) below average.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":40,"@type":76,"position":81},"https://docshare.wps.com/document/research-report/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/examination-of-the-levels-of-digital-game-dependency-of-the-students-of-the-faculty-of-sports-vol-6-research-findings/592778/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/examination-of-the-levels-of-digital-game-dependency-of-the-students-of-the-faculty-of-sports-vol-6-research-findings/592778.png","ImageObject",300,407,{"name":92,"@type":93},"Marglet","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-31","2026-10-15",true,{"@type":102,"interactionType":103,"userInteractionCount":34},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"Which variables were used to examine students' digital game dependency levels?","Question",{"text":112,"@type":113},"The study evaluates dependency in terms of variables such as department, class, gender, age, playing status, and daily playing time.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"What statistical methods were applied in the study?",{"text":117,"@type":113},"Frequency and percentage distributions were calculated; two-way ANOVA tested multiple-group variables, independent-samples t-test compared two independent groups, and Tukey test identified which groups differed when results were significant.",{"name":119,"@type":110,"acceptedAnswer":120},"Did the study find significant differences in dependency by demographics?",{"text":121,"@type":113},"No statistically significant difference was found in digital game dependency based on department, class, gender, or age, while significant differences appeared for playing status and daily playing time.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},592778,1792738150,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":39,"category_name":40,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":34,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":24,"language":139,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":140,"faqs":141,"seo_title":142,"seo_description":67,"update_tm":143,"read_time":144,"preview_page_count":4},2336477982702,"https://ap-avatar.wpscdn.com/davatar_9964176cb1d06d4a9deccf72a44ae3dc","Asian Journal of Education and Training  \nVol. 6, No. 1, 18-22, 2020 ISSN(E): 2519-5387  \nDOI: 10.20448/journal.522.2020 .61.18.22  \n© 2020 by the authors; licensee Asian Online Journal Publishing Group  \nExamination of the Levels of Digital Game Dependency of the Students of the Faculty of Sports  \nM. Fatih Karahuseyinoglu1 􀀣   \nOguzhan Altungul2   \nEyyup Nacar3   \nOmer Faruk Tutar4   \n1,2,3Faculty of Physical Education and Sport Sciences, Firat University, Turkey.  \n4Institute of Health Sciences, Firat University, Turkey.  \n(􀀣 Corresponding Author)  \nAbstract  \nThe aim of our study was to examine the digital game addiction levels of the students of the Faculty of Sports Sciences in terms of some variables. The research group of our study consists of  \n397 randomly selected undergraduate students studying at Firat University Faculty of Sports Sciences and Inonu University Faculty of Sports Sciences in 2019. Frequency of variables (f) and percentage (%) distributions were calculated and two-way variance analysis (ANOVA) was used in multiple group variables and t-test was used for the significance of the difference between the two independent groups. Tukey test was used to determine which groups it was among in the analysis in which significant differences were detected. According to the findings of our study, undergraduate students studying in the departments of Firat University Faculty of Sports Sciences and Inonu University Faculty of Sports Sciences; It was determined that there was no statistically significant difference in the level of digital game dependency of the undergraduate students depending on the department, class, gender and age variables in which they studied. There was a statistically significant difference between digital game dependency levels based on the state of playing the digital game and the daily playing time variables. In line with the study findings, digital game addiction with an average of 2.29 on the digital game addiction scores of undergraduate students studying at Firat University Faculty of Sports Sciences and Inonu University Faculty of Sports Sciences levels were below average.  \nKeywords: Sports, Digital gaming, Addiction, E-Sport.  \nAcknowledgement: All authors contributed to the conception and design of the study.  \nFunding: This study received no specific financial support.  \nCompeting Interests: The authors declare that they have no conflict of interests.  \nTransparency: The authors confirm that the manuscript is an honest, accurate, and transparent account of the study was reported; that no vital features of the study have been omitted; and that any discrepancies from the study as planned have been explained.  \nEthical: This study follows all ethical practices during writing.  \nContents  \n1. Introduction ...................................................................................................................................................................................... 19  \n2. Materials and Method ..................................................................................................................................................................... 19  \n3. Findings ............................................................................................................................................................................................. 19  \n4. Discussion and Conclusion............................................................................................................................................................. 21  \nReferences .............................................................................................................................................................................................. 22  \nContribution of this paper to the literature  \nThis study contributes to the existing literature by examining the digital game addiction levels of the students of the Faculty of Sports Sciences in terms of some vari","cbCaik9SbKBZLXnM","https://ap.wps.com/l/cbCaik9SbKBZLXnM","pdf",464280,"English","# Introduction\n# Materials and Method\n# Findings\n# Discussion and Conclusion\n# References","[{\"question\":\"Which variables were used to examine students' digital game dependency levels?\",\"answer\":\"The study evaluates dependency in terms of variables such as department, class, gender, age, playing status, and daily playing time.\"},{\"question\":\"What statistical methods were applied in the study?\",\"answer\":\"Frequency and percentage distributions were calculated; two-way ANOVA tested multiple-group variables, independent-samples t-test compared two independent groups, and Tukey test identified which groups differed when results were significant.\"},{\"question\":\"Did the study find significant differences in dependency by demographics?\",\"answer\":\"No statistically significant difference was found in digital game dependency based on department, class, gender, or age, while significant differences appeared for playing status and daily playing time.\"}]","Examination of the Levels of Digital Game Dependency of the Students of the Faculty of Sports - Vol. 6 - Research findings | PDF",1792075528,13]