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


IRMAK A. Y., Erdogan S.

JOURNAL OF ADDICTIONS NURSING, cilt.30, sa.1, ss.49-56, 2019 (SCI-Expanded) identifier identifier identifier

  • Yayın Türü: Makale / Tam Makale
  • Cilt numarası: 30 Sayı: 1
  • Basım Tarihi: 2019
  • Doi Numarası: 10.1097/jan.0000000000000265
  • Dergi Adı: JOURNAL OF ADDICTIONS NURSING
  • Derginin Tarandığı İndeksler: Science Citation Index Expanded (SCI-EXPANDED), Social Sciences Citation Index (SSCI), Scopus
  • Sayfa Sayıları: ss.49-56
  • İstanbul Üniversitesi Adresli: Evet

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.