In this study, it was aimed to examine the digital game addiction status of the individuals in the X, Y, Z generation, as the birth year range, residing in the province of Bitlis. In the study, a total of 216 volunteers, including 46 people (21.2%) born in the X generation, 103 people (47.6%) born in the Y generation, and 67 (31%) born in the Z generation, in Bitlis province. Relational survey model, one of the quantitative research methods, was used in the research. "Personal Information Form" and "Digital Game Addiction Scale" were used as data collection tools in the research. This scale is a scale in which 7 items are used, consisting of a single sub-dimension, and the internal consistency coefficient of the scale, Chronbach Alpha value, was found to be ?=0.72. In this research; It was determined that Chronbach's alpha (?) values were sufficient for reliability at a high level (?=0.99). The data were analyzed using the SPSS 22 statistical program. Skewness and kurtosis values were examined to select the tests to be used in the analysis of the data. Since the data set was between -2.5 and +2.5, which are the limits determined by Tabachnick & Fidel (2013), it was assumed that the data set had a normal distribution and therefore parametric tests were used. Based on the findings obtained from the research, demographic variables of individuals born in the X, Y, Z generation; gender, year of birth, education, doing sports, playing digital games, duration of playing digital games and harmful habits were analyzed. In conclusion; While a significant difference was found according to the variables of education, regular sports, playing digital games, playing digital games of the individuals in the X, Y, Z generation, no significant difference was found according to the variable of birth year and harmful habits. As a result of the regression analysis; It was determined that there was a positive and low-level significant relationship between individuals in Generation X, Y and Z and the digital game playing addiction scale.


Generation X, Y, Z, digital game, digital game addiction.