It is thought that today students do not have enough time to read books. It is very important for secondary school students who need to read books to make it a habit to read books in order to increase understanding and thinking skills. The fact that students who spend more time with digital games do not have time to spare for studying books and doing homework can be a problem in the process of acquiring the habit of reading books. In this study, it was aimed to determine whether there is a relation between digital game addiction and reading habits of secondary school students. For this purpose, a total of 160 secondary school students, 75 girls and 85 boys, who are studying in 5th, 6th and 7th grades in Samsun were included in the research. Correlational research design was used in the research. As data collection tools; Digital Game Addiction Scale and Secondary School Book Reading Habit Scale were used. Digital Game Addiction Scale is a one-dimensional, five-point Likert-type and 7-item scale designed to determine problematic digital gaming behaviors of adolescents aged 12-18. The Secondary School Book Reading Habit Scale consists of 15 items. As results of the research, it is concluded that the secondary school students are not addicted to digital games and at the same time the reading habits are at a good level. The relationship between digital gaming addiction and reading habits of secondary school students was found to be significant and inversely related. Digital game addiction is increasing, when the habit of reading books is decreasing, and vice versa. It is found that digital game addiction does not vary according to classes. But, 5th grade students had higher reading habits than 7th grade students. It was concluded that the reading habits of girls (X=3,96) are higher than that of boys (X=3,32). It has been found that the level of digital game addiction of girls (X=1,56) is lower than that of boys (X=1,93). When students were asked what the last book they read and the name of the game they were playing recently, it was seen that 5th, 6th and 7th graders most read "Mahalle Sineması" (N = 30) and played "Clash Royale" (N = 26). In the process of providing students with the habit of reading books, it has been proposed that students’ reading habits can improve by controlling their digital gaming addictions and by removing this dependency in the event of an addiction.