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dc.contributor.authorIrmak, Aylin Yalçın
dc.contributor.authorErdoğan, Semra
dc.date.accessioned2022-05-11T14:49:17Z
dc.date.available2022-05-11T14:49:17Z
dc.date.issued2019
dc.identifier.issn1088-4602
dc.identifier.issn1548-7148
dc.identifier.urihttps://doi.org/10.1097/JAN.0000000000000265
dc.identifier.urihttps://hdl.handle.net/20.500.11776/10750
dc.description.abstractBackground: 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.en_US
dc.language.isoengen_US
dc.publisherLippincott Williams & Wilkinsen_US
dc.identifier.doi10.1097/JAN.0000000000000265
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectAddictive Behaviorsen_US
dc.subjectAdolescenten_US
dc.subjectComputersen_US
dc.subjectLeisure Activitiesen_US
dc.subjectVideo Gamesen_US
dc.subjectOnline Gaming Addictionen_US
dc.subjectSensation Seekingen_US
dc.subjectReliabilityen_US
dc.subjectAggressionen_US
dc.subjectValidationen_US
dc.subjectValidityen_US
dc.subjectSchoolen_US
dc.subjectImpacten_US
dc.subjectScaleen_US
dc.subjectPlayen_US
dc.titlePredictors for Digital Game Addiction Among Turkish Adolescents A Cox's Interaction Model-Based Studyen_US
dc.typearticleen_US
dc.relation.ispartofJournal of Addictions Nursingen_US
dc.departmentYüksekokullar, Sağlık Yüksekokulu, Hemşirelik Bölümüen_US
dc.identifier.volume30en_US
dc.identifier.issue1en_US
dc.identifier.startpage49en_US
dc.identifier.endpage56en_US
dc.institutionauthorYalçın Irmak, Aylin
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.authorscopusid56708761400
dc.authorscopusid15925161700
dc.authorwosidırmak, aylin yalçın/ABA-8277-2020
dc.identifier.wosWOS:000461442100008en_US
dc.identifier.scopus2-s2.0-85062423650en_US
dc.identifier.pmid30830000en_US


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