Hemşirelik Öğrencilerinin Dijital Oyun Bağımlılığının İnternet Oyun Oynama Bozukluğu ile Yalnızlık ve Depresyon Eğilimleri Arasındaki İlişkinin COVİD19 Sürecinde Retrospektif ve Prospektif Olarak Değerlendirilmesi

Project no. 22600 · Status: Kapanmış (Yayın bekleniyor) · 2021

Summary

<p><strong>Aim: </strong>The research is a retrospective and prospective descriptive study designed to compare nursing students' pre- and post-Covid-19 digital game addiction, internet gaming disorder, loneliness and depression tendencies.</p><p><strong>Materials and Methods: </strong>The first stage of the study; Before the Covid-19 pandemic, 117 data collected with student numbers to Ege University Nursing Faculty 1st, 2nd and 3rd year students between January and February 2020 constitute the sample of the research. In the second stage of the study; After the Covid-19 pandemic, the sample of 117 students who agreed to participate in the study again in the 2nd, 3rd and 4th grades of Ege University Faculty of Nursing in the 2021-2022 academic year was formed. Study data were collected using the "Student Descriptive Form", "Digital Gaming Addiction Scale", "Internet Gaming Disorder Scale", "Virtual Environment Loneliness Scale" and "Beck Depression Scale". Data collection tools were administered by the researchers to the participants in the form of a survey method via Google Form.</p><p><strong>Results: </strong>90.6% of the participants were women, 53.8% were under the age of 20. More than half (56.4%) of the nursing students participating in the research are first-year nursing students. When the mean scores of digital game addiction, internet gaming disorder, virtual loneliness and Beck depression scale scores of nursing students before and after Covid-19 were compared; There was no statistically significant difference between before and after Covid-19 in the Beck Depression Scale (p: 0.58, p&gt; 0.05). In the Digital Game Addiction Scale, there was no statistically significant difference between the mean scores before and after Covid-19 (p:0.29, p&gt;0.05). In the Virtual Environment Loneliness Scale, a statistically significant difference was found between the mean scores before and after Covid-19 (p:0.02, p&lt;0.05). Considering the virtual socialization scores, which is the sub-dimension of the virtual environment loneliness scale, a statistically significant difference was found between them in the pre- and post-Covid-19 period (p:0.03, p&lt;0.05). When the mean scores of the virtual sharing sub-dimension were examined, no statistically significant difference was found between the pre- and post-Covid-19 period (p:0.11, p&gt;0.05). When the mean scores of the virtual loneliness sub-dimension are evaluated, there is a statistically significant difference between before and after Covid-19 (p:0.00, p&lt;0.05). According to the Internet Gaming Disorder Scale, there was no statistically significant difference between the mean scores before and after Covid-19 (p:0.22 p&gt;0.05).</p><p><strong>Conclusion and Suggestions: </strong>As a result of the research, while internet gaming disorder, digital game addiction and depression did not occur in students before and after the pandemic, virtual environment loneliness was observed. It is thought that virtual environment loneliness can be eliminated by ensuring active participation of students in online lessons during the pandemic process and encouraging them to participate in activities that will improve themselves in the virtual environment and increase their interaction at the same time.</p><p>&nbsp;</p><p><strong>Keywords: </strong>Digital Gaming Addiction, İnternet Gaming Disorder, Virtual Environment Loneliness, Depression, Covid-19</p>

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