Predictors for Digital Game Addiction Among Turkish Adolescents A Cox's Interaction Model-Based Study
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Dosyalar
Tarih
2019
Yazarlar
Dergi Başlığı
Dergi ISSN
Cilt Başlığı
Yayıncı
Lippincott Williams & Wilkins
Erişim Hakkı
info:eu-repo/semantics/closedAccess
Özet
Background: Digital game addiction among adolescents is a growing problem. The purpose of this study is to describe the predictors for this addiction in a group of Turkish adolescents using a conceptual framework. Methods: A descriptive correlational study was conducted on 865 students (aged 11-16 years) and their parents. Self-reported digital game behaviors were measured using the Game Addiction Scale. The risk factors for gaming addiction were examined using multiple regression analysis. Results: Adolescents spent 10.78 +/- 13.42 hours per week playing digital games, and the rate of digital game addiction was calculated at 4.32% and 28.8% in monothetic and polythetic formats, respectively. Family environment and school performance directly affected female adolescents' digital gaming behaviors, whereas male adolescents' digital gaming behaviors were directly affected by computer self-efficacy, psychosocial problems, diminished impulse control, and levels of in-game violence. Conclusions: The interaction model of client health behavior can be used to describe adolescents' digital game use. Nurses can assess adolescents' gaming behaviors and use the effective predictors from the male and female models to develop intervention programs.
Açıklama
Anahtar Kelimeler
Addictive Behaviors, Adolescent, Computers, Leisure Activities, Video Games, Online Gaming Addiction, Sensation Seeking, Reliability, Aggression, Validation, Validity, School, Impact, Scale, Play
Kaynak
Journal of Addictions Nursing
WoS Q Değeri
Q3
Scopus Q Değeri
Q3
Cilt
30
Sayı
1