This study was conducted to examine the digital game playing attitudes of athletes in terms of demographic variables.The research was conducted from different regions and 394 individuals with different demographic characteristics who continued their active sports life participated. The data will be collected via Google form. The first part consists of 7 questions prepared by the researcher (age, gender, financial income level, body mass index (BMI), licensed sports status, how many years have you been doing sports? How long do you play digital games during the day?). personal information form, and in the second part, the Digital Game Playing Attitude Scale (DOTÖ) scale developed by Demir and Bozkurt, (2019) consists of 18 items and three sub-dimensions. In this study, data was analyzed using IBM SPSS 22.0 program and frequency, percentage, arithmetic mean, standard deviation and Cronbach alpha calculations were made. The suitability of the data for normal distribution was examined with the Kolmogorov-Smirnov and Shapiro-Wilk tests. As a result of the analysis, it was determined that the data did not show a normal distribution. As a result, Mann-Whitney U test was used for variables with two levels, and Kruskal-Wallis H analysis was used for variables with three or more levels. The digital gaming attitudes of athletes were examined in terms of demographic variables; It was determined that the attitude level of playing digital games was at a medium level and the sub-dimensions were at a very low level. There is no significant difference between the athletes' attitude towards playing digital games and the variables of body mass index, financial income level, and how long you have been doing sports (p>0.05). However, it was concluded that there was a significant difference in gender, age, licensed athlete and daily digital game playing time (p<0.05). As a result of the research, the attitude level of playing digital games in athletes is at a medium level with (50.55), the attitude levels of female participants are higher in the cognitive and affective sub-dimensions, there are significant differences in the affective and behavioral sub-dimensions in the age variable, and there is an opposite effect to the attitude level of being a licensed athlete. It was concluded that daily digital game playing time was effective in increasing the attitude level.
Athlete, attitude, digital game