Video oyunu oynayan ve oynamayan ergenlerin bazı kişilik özellikleri ve serbest zaman değerlendirme etkinliklerinin karşılaştırılması
Başlık çevirisi mevcut değil.
- Tez No: 53561
- Danışmanlar: PROF.DR. ADNAN KULAKSIZOĞLU
- Tez Türü: Doktora
- Konular: Eğitim ve Öğretim, Education and Training
- Anahtar Kelimeler: Belirtilmemiş.
- Yıl: 1996
- Dil: Türkçe
- Üniversite: Marmara Üniversitesi
- Enstitü: Sosyal Bilimler Enstitüsü
- Ana Bilim Dalı: Belirtilmemiş.
- Bilim Dalı: Belirtilmemiş.
- Sayfa Sayısı: 119
Özet
Özet yok.
Özet (Çeviri)
Turkey and additional research is needed to assess the presumed adverse impact of videogame playing on youth. Xil“Nurturance”,“Affiliation”,“Succorance”,“Abasement”,“Deference”,“Counseling readiness”,“Self-control”,“Personal adjustment”,“Ideal self, ”Military leadership“ and ”Feminine attributes" scales of the Adjective Check List than the videogame players. Hence the non-videogame players are hard working, goal-directed, ambitious, foresighted, cooperative, patient, intelligent individuals and are characterized by interpersonal effectiveness. Videogame playing was not correlated with the adolescents' locus of control, social and family relations. The videogame players had higher self- concept than the non-videogame players. Videogame usage was positively correlated with movie attendance. No significant relationship was founds between videogame usage and other leisure activities. Videogame users preferred to watch television programmes that present violence such as science fiction, adventure and violent horror films. There were no significant differences between high and low videogame users' personality characteristics, locus of control, social and family relations, and self-concept. No significant relationship was found between high and low users of videogames in joining leisure activities. High users of videogames watched more sex-films on t.v. than the low users. No significant relationship was found between arcade and home videogame users' personality characteristics, social and family relations and self-concept. Arcade videogame users had external locus of. control. A significant relationship was found between arcade videogame playing and television viewing. Arcade videogame users preferred to watch television programmes such as game shows and sports more frequently than home videogame users. The present study is a preliminary attempt for investigating the effects of videogame playing on optimal personality development of adolescents in xiTurkey and additional research is needed to assess the presumed adverse impact of videogame playing on youth. Xil
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