The aim of the research is to investigate the digital game addiction and social anxiety levels of adolescents who play sports recreationally. 226 adolescents (69 girls, 157 boys) who do sports recreationally participated in the research. In the research, the personal information form prepared by the researcher and the short form of the digital game addiction scale (DGAS-7) developed by Lemmens and friends (2009) and adapted into Turkish by Irmak and Erdoğan (2015) and La Greca and others, (1988) developed by Demir and others, (2000) Social Anxiety Scale for Children which was adapted into Turkish, were used. SPSS 22 statistical program was used in the analysis of the research. Manova analysis and regression analysis were used in the researc...
Nowadays, the rapid rise in the digital game industry has led to a similar increase in children’s te...
Technological advancements have made it possible for people to play digital games conveniently, anyw...
Aim: The aim of this study was to identify problematic gaming behavior among Finnish adolescents and...
Objective: This study was conducted to investigate the association between computer game addiction a...
The purpose of this study was to investigate the online game addiction (OGA) level and the risk fact...
This study aims to investigate digital game addiction of high school students according to gender an...
Objective: Digital game addiction is a concern that threatens public health around the world, especi...
Abstract Background: Today, due to developing communicative technologies, computer games and other ...
Background: Digital game addiction among adolescents is a growing problem. The purpose of this study...
Technology is currently developing rapidly, one of which is online games. Excessive online game play...
This study aimed to investigate the effects of addiction to computer games on physical and mental he...
This study aims to determine the relationship between the digital game addiction levels of secondary...
Even though video games are generally appealing to adolescents, sometimes this can be an issue. In t...
Abstract This study aimed to investigate the effects of addiction to computer games on physical and...
Playing online games is one of the most popular Internet activities of our time. With the widespread...
Nowadays, the rapid rise in the digital game industry has led to a similar increase in children’s te...
Technological advancements have made it possible for people to play digital games conveniently, anyw...
Aim: The aim of this study was to identify problematic gaming behavior among Finnish adolescents and...
Objective: This study was conducted to investigate the association between computer game addiction a...
The purpose of this study was to investigate the online game addiction (OGA) level and the risk fact...
This study aims to investigate digital game addiction of high school students according to gender an...
Objective: Digital game addiction is a concern that threatens public health around the world, especi...
Abstract Background: Today, due to developing communicative technologies, computer games and other ...
Background: Digital game addiction among adolescents is a growing problem. The purpose of this study...
Technology is currently developing rapidly, one of which is online games. Excessive online game play...
This study aimed to investigate the effects of addiction to computer games on physical and mental he...
This study aims to determine the relationship between the digital game addiction levels of secondary...
Even though video games are generally appealing to adolescents, sometimes this can be an issue. In t...
Abstract This study aimed to investigate the effects of addiction to computer games on physical and...
Playing online games is one of the most popular Internet activities of our time. With the widespread...
Nowadays, the rapid rise in the digital game industry has led to a similar increase in children’s te...
Technological advancements have made it possible for people to play digital games conveniently, anyw...
Aim: The aim of this study was to identify problematic gaming behavior among Finnish adolescents and...