Öz
The aim of our study is to examine the awareness level of regarding to digital game addiction among teens and adults in terms of some variables. The research group of our study consists of 160 randomly selected young and adult individuals. The research was designed by using the scanning method. In order to determine the demographic information of the participants, a personal information form (age, gender, frequency of digital game playing) and the Awareness Scale for Digital Game Addiction (DOBİFÖ) developed by Demir and Cicioğlu (2020) were used. The frequency (f) and percentage (%) distributions of the variables were calculated and the Two-Way Analysis of Variance (ANOVA) in the variables of multiple groups, the t-test was used for the significance of the difference between dual independent groups. The error level in the study was taken as p <0.05. As a result of the study, it was determined that there was no statistically significant difference between the digital game addiction awareness levels and age variable of the participants. When the gender variable was examined, it was found that there was a statistically significant difference between male students and female students (p> 0.05). It was found that the digital game addiction awareness of women is higher than men. When the participants' frequency of playing digital games was examined, it was found that there was a statistically significant difference between those who did not play at all, rarely played, played a lot, and played occasionally. According to the correlation analysis, a significant positive relationship was found between internal awareness and external awareness. According to the results of the research, it is seen that as inner awareness increases, external awareness increases. Accordingly, as a result it can be said that in the case of digital game addiction decreases, the level of awareness increases.