The Relationship Between Cyber Bullying/Victimization and Emotional Intelligence in Secondary School Students: Mediator Role of Internet Gaming Disorder


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Bekir S., Kuşci İ. , Bayram Arlı N.

Yüzüncü Yıl Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, no.54, pp.217-238, 2021 (National Refreed University Journal)

  • Publication Type: Article / Article
  • Publication Date: 2021
  • Doi Number: 10.53568/yyusbed.1052434
  • Title of Journal : Yüzüncü Yıl Üniversitesi Sosyal Bilimler Enstitüsü Dergisi
  • Page Numbers: pp.217-238

Abstract

AbstractThis study was carried out to determine the intermediate role of Internet gaming disorder in the relationship between cyberbullying/victimization and emotional intelligence in secondary school students. The study group was composed of 272 secondary school students, 147 males and 125 females. 45 of them were in the 5th grade, 82 of them were in the 6th grade, 61 of them were in the 7th grade and 84 of them were the 8th-grade students. The data of the study were collected via the Internet Gaming Disorder Scale, the Bar-On Emotional Quotient Inventory Youth Version and the Revised Cyber Bullying/Victimization Inventory-II. In the study, the criterion sampling method, one of the sub-branches of the purposeful sampling method based on non-random sampling was used. In this context, the research data were collected from secondary school students playing Internet games. To test the model related to the Internet gaming disorder, cyberbullying/victimization and emotional quotient, AMOS 16 was used and the Path Analysis was applied. Moreover, the correlations and the descriptive statistics belonging to the variables were calculated via the SPSS 24 program. The relationships between the variables addressed in the study were calculated via the Pearson Correlation coefficient and the prediction levels were determined via the Path Analysis. Moreover, independent samples t-test was used to find out whether the Internet gaming level differed according to gender and class level. 

Keywords: Internet gaming disorder, emotional intelligence, cyberbullying, cyber victimization.