Predictors for Digital Game Addiction Among Turkish Adolescents A Cox's Interaction Model-Based Study

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Tarih

2019

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Dergi ISSN

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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

Künye