Özen, İrem
Gezgin, Deniz Mertkan
Samur, Yavuz
Yıldırım, İbrahim Soner
The aim of the study is to examine the level of university students' smartphone addiction in terms of gender, mobile game playing and academic success level. The participants of the study consist of 301 students who studying at a state university. Independent sample t-test and one-way analysis of variance (ANOVA) were used in the analysis of the data. When the findings were examined, it was determined that the level of smartphone addiction of university students who play mobile games and those of whom play for a longer period were found to be higher, while there was no difference between the level of smartphone addiction of university students in terms of gender. It was also revealed that students who have lower academic success are at higher risk of smartphone addiction than the ones who have higher academic success. It has also been found that the university students often use their smartphones in bed and intensely use social networking sites through their smartphone as the main purpose of use. In addition, it is considered that playing mobile games for longer periods on smartphones is significant in terms of smartphone addiction level for university students.


The impact of computer games on students' motivation
Üçgül, Memet; Çağıltay, Kürşat; Department of Computer Education and Instructional Technology (2006)
This study investigates the impact of computer games on students’ motivation. A computer game was created for this study by using Tomb Raider 4 Level Editor. The game covers photosynthesis, vitamins, carbohydrates, proteins and fat subjects of 5th grade science and technology course. Data was collected from 71 5th grade students of three primary schools. Students have played the game until the end of lesson than they were asked to complete The Instructional Materials Motivation Survey (IMMS). The study reve...
The Investigation of Facebook usage Purposes and Shyness Loneliness
SANCAK AYDIN, GÖKÇE; MUYAN, MİNE; Demir, Ayhan Gürbüz (2013-10-01)
The aim of the study was to investigate the relationship between Facebook usage purposes and shyness, loneliness among the college students. UCLA Loneliness Scale, Cheek and Buss Revised Shyness Scale and a personal information sheet were administered to a sample of 435 (274 female, 161 male) students from different departments of Middle East Technical University (METU). The results of this study showed that there was a positive and significant relationship between following pictures, videos, status, commen...
An analysis of college student's perceived usage and importance of high speed internet : the case of metu students
Eryol, Gökhan; Yıldırım, İbrahim Soner; Department of Computer Education and Instructional Technology (2008)
This study aims to find differences in the perceived usage and importance of the Internet within characteristics of students. METU undergraduate students having a proper Internet connection were defined as population, and asked to answer the online questionnaire about perceived usage and importance of the Internet. For 653 eligible answers, Factorial ANOVA and independent samples t-test were used to compare mean scores of dependent variables across three independent variables: gender, accommodation type and...
Flow Experiences of Adolescents in Terms of Internet Cafe Environment and Computer Game Play Characteristics
Kara, Nuri; Çağıltay, Kürşat (2013-02-16)
The aim of this study is to investigate the flow experiences of adolescents who play computer games at an Internet cafe environment. Observations and interviews were used in order to collect data from 21 adolescents aged 14 to 20 years. Results indicated that the Internet cafe social environment that include several activities such as talking to each other and helping other players while playing had a positive effect on the flow experiences of adolescents. While game genre, goal, and visual appearance incre...
The Effect of Game-based ComputationalThinking Workshops on Students’ ComputationalThinking Skills”
Çakır, Nur; Çakır, Murat Perit (null; 2019-08-16)
This study explores the potential benefits of game design workshops to harness students’ enthusiasm for computer science. The workshop aimed to engage participants in age-appropriate activities that focus on computational thinking skills through the lens of creating their own game. During the workshop participants explored computational thinking in the context of both paper-based and computerized game design activities. A web-based game design interface that allows students to develop and play a game as sim...
Citation Formats
İ. Özen, D. M. Gezgin, Y. Samur, and İ. S. Yıldırım, “THE ANALYSIS OF UNIVERSITY STUDENTS’ SMARTPHONE ADDICTION REGARDING THE VARIABLES OF GENDER, ACADEMIC SUCCESS AND MOBILE GAME PLAYING,” presented at the XV. European Conference on Social and Behavioral Sciences (01 - 03 Şubat 2018), Kuşadası , Aydın, Türkiye, 2018, Accessed: 00, 2021. [Online]. Available: