Sağlam Hasan, Turan Nuray
Graduate Education Institute, Istanbul University-Cerrahpaşa, Avcılar Kampüsü, Istanbul, 34320, Türkiye.
Department of Fundamentals of Nursing, Faculty of Nursing, Istanbul University, Süleymaniye Mahallesi Bozdoğan Kemer Caddesi Prof. Dr. Cahit Orhan Tütengil Sokak No:1, Istanbul, 34116, Turkey.
BMC Nurs. 2024 Aug 15;23(1):563. doi: 10.1186/s12912-024-02244-w.
It was conducted to investigate digital gaming addiction among nursing students and the associated factors of such addiction.
The descriptive and relationship-seeking study's universe included 1665 nursing students in three universities' nursing faculties and departments. The sample size was determined to be 774 based on a power analysis with a type I error rate of 0.05, a power of the test of 0.80 (α = 0.05, 1-β = 0.80), and an effect size of d = 0.10. Student Information Form, The Digital Game Addiction Scale (DGAS-7), and the Digital Game Playing Motivation Scale (DGPMS) were used to collect student information. Data analysis was performed using the Mann-Whitney U test, Kruskal-Wallis H test, Spearman correlation, and Binary Logistic Regression Model.
It was found that 83.7% of the students were female, and the mean age and BMI were 20.03 ± 1.72 years and 21.98 ± 2.90 kg/m, respectively. A statistically significant positive correlation was found between the students' Digital Game Addiction Scale and Digital Game Playing Motivation Scale Achievement and Energizing (r = 0.717), Curiosity and Social Acceptance (r = 0.612), and Uncertainty in Game Desire (r = -0.110) sub-dimensions mean scores (p < 0.001).
The relationship between nursing students' digital game addiction, game playing motivation, and several individual characteristics affecting digital games was found. The study's results call for further research to focus on developing and testing interventions that could effectively reduce gaming addiction while enhancing positive aspects of digital engagement among nursing students.
本研究旨在调查护理专业学生的数字游戏成瘾情况及其成瘾的相关因素。
这项描述性和相关性研究的总体包括三所大学护理学院和系的1665名护理专业学生。基于功效分析,将样本量确定为774,其中I型错误率为0.05,检验功效为0.80(α = 0.05,1-β = 0.80),效应大小d = 0.10。使用学生信息表、数字游戏成瘾量表(DGAS-7)和数字游戏玩的动机量表(DGPMS)收集学生信息。数据分析采用曼-惠特尼U检验、克鲁斯卡尔-沃利斯H检验、斯皮尔曼相关性分析和二元逻辑回归模型。
发现83.7%的学生为女性,平均年龄和BMI分别为20.03±1.72岁和21.98±2.90kg/m²。学生的数字游戏成瘾量表与数字游戏玩的动机量表成就与激励(r = 0.717)、好奇心与社会接受度(r = 0.612)以及游戏欲望不确定性(r = -0.110)子维度的平均得分之间存在统计学上显著的正相关(p < 0.001)。
发现了护理专业学生的数字游戏成瘾、游戏玩的动机以及影响数字游戏的若干个体特征之间的关系。研究结果呼吁进一步开展研究,重点关注开发和测试能够有效减少游戏成瘾同时增强护理专业学生数字参与积极方面的干预措施。