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The Effect of Digital Game Addiction and Cyberloafing on Psychological Well-Being in University Students

Yıl 2025, Cilt: 14 Sayı: 1, 104 - 111, 23.03.2025
https://doi.org/10.37989/gumussagbil.1607903

Öz

This study was conducted to determine the effects of digital game addiction and cyberloafing on psychological well-being in university students. This descriptive cross-sectional study was conducted with 350 students studying at Gaziantep University of Islamic Sciences between March and August 2024. In our study, the regression model was found to be significant and usable (F(2,347)= 37.315, p=0.001). Digital game addiction and cyberloafing levels together explained 17.7% (R2=0.177) of the total variance in psychological well-being. It was determined that the increase in the level of digital game addiction (t=-8.540, p<0.001) caused a statistical decrease in the level of “psychological well-being”. The level of cyber loafing (t=0.689, p=0.491) did not affect the level of psychological well-being.While the increase in participants' digital game addiction negatively affected psychological well-being, it was found that the level of cyber loafing did not affect psychological well-being. Longitudinal studies on psychological well-being are recommended.

Kaynakça

  • 1. Toader E, Firtescu BN, Roman A, Anton SG. Impact of information and communication technology infrastructure on economic growth: An empirical assessment for the EU countries. Sustainability. 2018;10(10):3750.
  • 2. Carbonell X, Chamarro A, Oberst U, Rodrigo B, Prades M. Problematic use of the internet and smartphones in university students: 2006–2017. International journal of environmental research and public health. 2018;15(3):475.
  • 3. Turan GB, Özer Z, Atan G. The relationship between cyberloafing levels and social media addiction among nursing students. Perspectives in Psychiatric Care. 2021;57(2).
  • 4. Yılmaz FGK, Yılmaz R, Öztürk HT, Sezer B, Karademir T. Cyberloafing as a barrier to the successful integration of information and communication technologies into teaching and learning environments. Computers in Human Behavior. 2015;45:290-8.
  • 5. Akbulut Y, Dursun ÖÖ, Dönmez O, Şahin YL. In search of a measure to investigate cyberloafing in educational settings. Computers in Human Behavior. 2016;55:616-25.
  • 6. Berry MJ, Westfall A. Dial D for distraction: The making and breaking of cell phone policies in the college classroom. College Teaching. 2015;63(2):62-71.
  • 7. Hassan HM, Reza DM, Farkhad MA-A. An experimental study of influential elements on cyberloafing from general deterrence theory perspective: Case study: Tehran subway organization. International Business Research. 2015;8(3):91.
  • 8. Colley RC, Bushnik T, Langlois K. Exercise and screen time during the COVID-19 pandemic. Health Rep. 2020;31(6):3-11.
  • 9. Parlak ME, Öz E, Ener D, Kurt F, Küçükkelepçe O, Kapıcı Y. The Relationship Between Digital Game Addiction and Loneliness and Social Dissatisfaction in Adolescents. Cureus. 2023;15(2).
  • 10. Fang F, Liu S, Basak A, Zhu Q, Kiekintveld CD, Kamhoua CA. Introduction to game theory. Game theory and machine learning for cyber security. 2021:21-46.
  • 11. Aktaş B, Bostancı Daştan N. Game addiction levels of university students in Covid-19 pandemic and the effect of pandemic on digital gaming status. Journal of Dependence. 2021;22(2):129-38.
  • 12. Irmak AY, Erdogan S. Digital game addiction among adolescents and young adults: A current overview. Turkish Journal of Psychiatry. 2016;27(2):1-10.
  • 13. Lee G-L, Morgan H. Understanding children’s attraction toward digital games and preventing their gaming addiction. US-China Education Review A. 2018;8(1):11-7.
  • 14. Müller KW, Janikian M, Dreier M, Wölfling K, Beutel ME, Tzavara C, et al. Regular gaming behavior and internet gaming disorder in European adolescents: results from a cross-national representative survey of prevalence, predictors, and psychopathological correlates. European child & adolescent psychiatry. 2015;24:565-74.
  • 15. Şenol Y, Şenol FB, Can Yaşar M. Digital game addiction of preschool children in the Covid-19 pandemic: social emotional development and parental guidance. Current Psychology. 2024;43(1):839-47. 16. Laconi S, Vigouroux M, Lafuente C, Chabrol H. Problematic internet use, psychopathology, personality, defense and coping. Computers in Human Behavior. 2017;73:47-54.
  • 17. Vaish PS, Dey B, Pathak A. Internet use pattern, coping styles and quality of life: Is there a relationship? Indian Journal of Health and Wellbeing. 2014;5(12):1463. 18. J. C. Statistical power analysis for the Behavioral Sciences, (3.Baskı). Lawrence Erlbaum Associates. New Jersey1988.
  • 19. Vandenbrouckel JP, von Elm E, Altman DG, Gotzsche PC, Mulrow CD, Pocock SJ, et al. Strengthening the Reporting of Observational Studies in Epidemiology (STROBE): explanation and elaboration. PLoS Medicine. 2007;4(10):1628-55.
  • 20. Hazar Z, Hazar E. Üniversite öğrencileri için dijital oyun bağımlılığı ölçeği (Uyarlama çalışması). Spor Bilimleri Araştırmaları Dergisi. 2019;4(2):308-22.
  • 21. Telef BB. Psikolojik iyi oluş ölçeği: Türkçeye uyarlama, geçerlik ve güvenirlik çalışması. Hacettepe üniversitesi eğitim fakültesi dergisi. 2013;28(28-3):374-84. 22. Tabachnick BG, Fidell LS, Ullman JB. Using multivariate statistics: pearson Boston, MA; 2013.
  • 23. Humayya A, Windarwati HD, Winarni I. Behavior therapy in those who are addicted to online games. Journal of Nursing Science Update. 2022;10(1):76-83. 24. Sitorus N, Arfines PP, Suryaputri IY. Relationship between online game addiction with depression in adolescents from 6 high schools in Indonesia. Global Journal of Health Science. 2020;12(12):43-52.
  • 25. Zincir S, Sapmaz F, Hamutoğlu NB, Topal M. The relationship between digital game addiction, cyberloafing, and psychological well-being in primary school students. Anatolian Current Medical Journal. 2023;5(4):511-7.
  • 26. Saquib N, Saquib J, Wahid A, Ahmed AA, Dhuhayr HE, Zaghloul MS, et al. Video game addiction and psychological distress among expatriate adolescents in Saudi Arabia. Addictive behaviors reports. 2017;6:112-7.
  • 27. Kaya A, Türk N, Batmaz H, Griffiths MD. Online gaming addiction and basic psychological needs among adolescents: the mediating roles of meaning in life and responsibility. International journal of mental health and addiction. 2024;22(4):2413-37. 28. Gugliandolo M, Costa S, Kuss D, Cuzzocrea F, Verrastro V. Technological addiction in adolescents: The interplay between parenting and psychological basic needs. International Journal of Mental Health and Addiction. 2020;18(5):1389-402.
  • 29. Caner N, Evgin D. Digital risks and adolescents: The relationships between digital game addiction, emotional eating, and aggression. International journal of mental health nursing. 2021;30(6):1599-609.
  • 30. Alrahili N, Alreefi M, Alkhonain IM, Aldakhilallah M, Alothaim J, Alzahrani A, et al. The prevalence of video game addiction and its relation to anxiety, depression, and attention deficit hyperactivity disorder (ADHD) in children and adolescents in Saudi Arabia: A cross-sectional study. Cureus. 2023;15(8).
  • 31. Kuss DJ, Griffiths MD. Internet and gaming addiction: a systematic literature review of neuroimaging studies. Brain sciences. 2012;2(3):347-74.
  • 32. Wittek CT, Finserås TR, Pallesen S, Mentzoni RA, Hanss D, Griffiths MD, et al. Prevalence and predictors of video game addiction: A study based on a national representative sample of gamers. International journal of mental health and addiction. 2016;14:672-86.
  • 33. El-Sherbini HH, Abdou RA. Effect of Cognitive Behavioral Therapy on Internet Gaming Disorder and Quality of Life Among Preparatory School Students in Alexandria. Assiut Scientific Nursing Journal. 2020;8(23):22-38.

Üniversite Öğrencilerinde Dijital Oyun Bağımlılığı ve Siber Aylaklığın Psikolojik İyi Oluş Üzerindeki Etkisi

Yıl 2025, Cilt: 14 Sayı: 1, 104 - 111, 23.03.2025
https://doi.org/10.37989/gumussagbil.1607903

Öz

Bu çalışma, üniversite öğrencilerinde dijital oyun bağımlılığı ve siber aylaklığın psikolojik iyi oluş Bu çalışma, üniversite öğrencilerinde dijital oyun bağımlılığı ve siber aylaklığın psikolojik iyi oluş üzerindeki etkilerini belirlemek amacıyla yapılmıştır. Bu tanımlayıcı kesitsel çalışma, Mart-Ağustos 2024 tarihleri arasında Gaziantep İslami İlimler Üniversitesi'nde öğrenim gören 350 öğrenci ile yürütülmüştür. Çalışmamızda regresyon modeli anlamlı ve kullanılabilir bulunmuştur (F(2,347)= 37.315, p=0.001). Dijital oyun bağımlılığı ve sanal kaytarma düzeyleri birlikte psikolojik iyi oluştaki toplam varyansın %17,7'sini (R2=0,177) açıklamaktadır. Dijital oyun bağımlılığı düzeyindeki artışın (t=-8.540, p<0.001) “psikolojik iyi oluş” düzeyinde istatistiksel olarak düşüşe neden olduğu belirlenmiştir. Sanal aylaklık düzeyinin (t=0,689, p=0,491) psikolojik iyi oluş düzeyini etkilemediği, katılımcıların dijital oyun bağımlılığı düzeyindeki artışın psikolojik iyi oluşu olumsuz yönde etkilediği görülürken, sanal aylaklık düzeyinin psikolojik iyi oluşu etkilemediği tespit edilmiştir. Psikolojik iyi oluş ile ilgili boylamsal çalışmalar yapılması önerilmektedir.

Kaynakça

  • 1. Toader E, Firtescu BN, Roman A, Anton SG. Impact of information and communication technology infrastructure on economic growth: An empirical assessment for the EU countries. Sustainability. 2018;10(10):3750.
  • 2. Carbonell X, Chamarro A, Oberst U, Rodrigo B, Prades M. Problematic use of the internet and smartphones in university students: 2006–2017. International journal of environmental research and public health. 2018;15(3):475.
  • 3. Turan GB, Özer Z, Atan G. The relationship between cyberloafing levels and social media addiction among nursing students. Perspectives in Psychiatric Care. 2021;57(2).
  • 4. Yılmaz FGK, Yılmaz R, Öztürk HT, Sezer B, Karademir T. Cyberloafing as a barrier to the successful integration of information and communication technologies into teaching and learning environments. Computers in Human Behavior. 2015;45:290-8.
  • 5. Akbulut Y, Dursun ÖÖ, Dönmez O, Şahin YL. In search of a measure to investigate cyberloafing in educational settings. Computers in Human Behavior. 2016;55:616-25.
  • 6. Berry MJ, Westfall A. Dial D for distraction: The making and breaking of cell phone policies in the college classroom. College Teaching. 2015;63(2):62-71.
  • 7. Hassan HM, Reza DM, Farkhad MA-A. An experimental study of influential elements on cyberloafing from general deterrence theory perspective: Case study: Tehran subway organization. International Business Research. 2015;8(3):91.
  • 8. Colley RC, Bushnik T, Langlois K. Exercise and screen time during the COVID-19 pandemic. Health Rep. 2020;31(6):3-11.
  • 9. Parlak ME, Öz E, Ener D, Kurt F, Küçükkelepçe O, Kapıcı Y. The Relationship Between Digital Game Addiction and Loneliness and Social Dissatisfaction in Adolescents. Cureus. 2023;15(2).
  • 10. Fang F, Liu S, Basak A, Zhu Q, Kiekintveld CD, Kamhoua CA. Introduction to game theory. Game theory and machine learning for cyber security. 2021:21-46.
  • 11. Aktaş B, Bostancı Daştan N. Game addiction levels of university students in Covid-19 pandemic and the effect of pandemic on digital gaming status. Journal of Dependence. 2021;22(2):129-38.
  • 12. Irmak AY, Erdogan S. Digital game addiction among adolescents and young adults: A current overview. Turkish Journal of Psychiatry. 2016;27(2):1-10.
  • 13. Lee G-L, Morgan H. Understanding children’s attraction toward digital games and preventing their gaming addiction. US-China Education Review A. 2018;8(1):11-7.
  • 14. Müller KW, Janikian M, Dreier M, Wölfling K, Beutel ME, Tzavara C, et al. Regular gaming behavior and internet gaming disorder in European adolescents: results from a cross-national representative survey of prevalence, predictors, and psychopathological correlates. European child & adolescent psychiatry. 2015;24:565-74.
  • 15. Şenol Y, Şenol FB, Can Yaşar M. Digital game addiction of preschool children in the Covid-19 pandemic: social emotional development and parental guidance. Current Psychology. 2024;43(1):839-47. 16. Laconi S, Vigouroux M, Lafuente C, Chabrol H. Problematic internet use, psychopathology, personality, defense and coping. Computers in Human Behavior. 2017;73:47-54.
  • 17. Vaish PS, Dey B, Pathak A. Internet use pattern, coping styles and quality of life: Is there a relationship? Indian Journal of Health and Wellbeing. 2014;5(12):1463. 18. J. C. Statistical power analysis for the Behavioral Sciences, (3.Baskı). Lawrence Erlbaum Associates. New Jersey1988.
  • 19. Vandenbrouckel JP, von Elm E, Altman DG, Gotzsche PC, Mulrow CD, Pocock SJ, et al. Strengthening the Reporting of Observational Studies in Epidemiology (STROBE): explanation and elaboration. PLoS Medicine. 2007;4(10):1628-55.
  • 20. Hazar Z, Hazar E. Üniversite öğrencileri için dijital oyun bağımlılığı ölçeği (Uyarlama çalışması). Spor Bilimleri Araştırmaları Dergisi. 2019;4(2):308-22.
  • 21. Telef BB. Psikolojik iyi oluş ölçeği: Türkçeye uyarlama, geçerlik ve güvenirlik çalışması. Hacettepe üniversitesi eğitim fakültesi dergisi. 2013;28(28-3):374-84. 22. Tabachnick BG, Fidell LS, Ullman JB. Using multivariate statistics: pearson Boston, MA; 2013.
  • 23. Humayya A, Windarwati HD, Winarni I. Behavior therapy in those who are addicted to online games. Journal of Nursing Science Update. 2022;10(1):76-83. 24. Sitorus N, Arfines PP, Suryaputri IY. Relationship between online game addiction with depression in adolescents from 6 high schools in Indonesia. Global Journal of Health Science. 2020;12(12):43-52.
  • 25. Zincir S, Sapmaz F, Hamutoğlu NB, Topal M. The relationship between digital game addiction, cyberloafing, and psychological well-being in primary school students. Anatolian Current Medical Journal. 2023;5(4):511-7.
  • 26. Saquib N, Saquib J, Wahid A, Ahmed AA, Dhuhayr HE, Zaghloul MS, et al. Video game addiction and psychological distress among expatriate adolescents in Saudi Arabia. Addictive behaviors reports. 2017;6:112-7.
  • 27. Kaya A, Türk N, Batmaz H, Griffiths MD. Online gaming addiction and basic psychological needs among adolescents: the mediating roles of meaning in life and responsibility. International journal of mental health and addiction. 2024;22(4):2413-37. 28. Gugliandolo M, Costa S, Kuss D, Cuzzocrea F, Verrastro V. Technological addiction in adolescents: The interplay between parenting and psychological basic needs. International Journal of Mental Health and Addiction. 2020;18(5):1389-402.
  • 29. Caner N, Evgin D. Digital risks and adolescents: The relationships between digital game addiction, emotional eating, and aggression. International journal of mental health nursing. 2021;30(6):1599-609.
  • 30. Alrahili N, Alreefi M, Alkhonain IM, Aldakhilallah M, Alothaim J, Alzahrani A, et al. The prevalence of video game addiction and its relation to anxiety, depression, and attention deficit hyperactivity disorder (ADHD) in children and adolescents in Saudi Arabia: A cross-sectional study. Cureus. 2023;15(8).
  • 31. Kuss DJ, Griffiths MD. Internet and gaming addiction: a systematic literature review of neuroimaging studies. Brain sciences. 2012;2(3):347-74.
  • 32. Wittek CT, Finserås TR, Pallesen S, Mentzoni RA, Hanss D, Griffiths MD, et al. Prevalence and predictors of video game addiction: A study based on a national representative sample of gamers. International journal of mental health and addiction. 2016;14:672-86.
  • 33. El-Sherbini HH, Abdou RA. Effect of Cognitive Behavioral Therapy on Internet Gaming Disorder and Quality of Life Among Preparatory School Students in Alexandria. Assiut Scientific Nursing Journal. 2020;8(23):22-38.
Toplam 28 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Halk Sağlığı (Diğer)
Bölüm Araştırma Makaleleri
Yazarlar

Ayse Elkoca 0000-0002-3936-4122

Mehmet Yıldız 0000-0002-9523-3805

Mürüvvet Emrem 0009-0009-4183-9893

Metin Yıldız 0000-0003-0122-5677

Yayımlanma Tarihi 23 Mart 2025
Gönderilme Tarihi 26 Aralık 2024
Kabul Tarihi 14 Şubat 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 14 Sayı: 1

Kaynak Göster

APA Elkoca, A., Yıldız, M., Emrem, M., Yıldız, M. (2025). The Effect of Digital Game Addiction and Cyberloafing on Psychological Well-Being in University Students. Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi, 14(1), 104-111. https://doi.org/10.37989/gumussagbil.1607903
AMA Elkoca A, Yıldız M, Emrem M, Yıldız M. The Effect of Digital Game Addiction and Cyberloafing on Psychological Well-Being in University Students. Gümüşhane Sağlık Bilimleri Dergisi. Mart 2025;14(1):104-111. doi:10.37989/gumussagbil.1607903
Chicago Elkoca, Ayse, Mehmet Yıldız, Mürüvvet Emrem, ve Metin Yıldız. “The Effect of Digital Game Addiction and Cyberloafing on Psychological Well-Being in University Students”. Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi 14, sy. 1 (Mart 2025): 104-11. https://doi.org/10.37989/gumussagbil.1607903.
EndNote Elkoca A, Yıldız M, Emrem M, Yıldız M (01 Mart 2025) The Effect of Digital Game Addiction and Cyberloafing on Psychological Well-Being in University Students. Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi 14 1 104–111.
IEEE A. Elkoca, M. Yıldız, M. Emrem, ve M. Yıldız, “The Effect of Digital Game Addiction and Cyberloafing on Psychological Well-Being in University Students”, Gümüşhane Sağlık Bilimleri Dergisi, c. 14, sy. 1, ss. 104–111, 2025, doi: 10.37989/gumussagbil.1607903.
ISNAD Elkoca, Ayse vd. “The Effect of Digital Game Addiction and Cyberloafing on Psychological Well-Being in University Students”. Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi 14/1 (Mart 2025), 104-111. https://doi.org/10.37989/gumussagbil.1607903.
JAMA Elkoca A, Yıldız M, Emrem M, Yıldız M. The Effect of Digital Game Addiction and Cyberloafing on Psychological Well-Being in University Students. Gümüşhane Sağlık Bilimleri Dergisi. 2025;14:104–111.
MLA Elkoca, Ayse vd. “The Effect of Digital Game Addiction and Cyberloafing on Psychological Well-Being in University Students”. Gümüşhane Üniversitesi Sağlık Bilimleri Dergisi, c. 14, sy. 1, 2025, ss. 104-11, doi:10.37989/gumussagbil.1607903.
Vancouver Elkoca A, Yıldız M, Emrem M, Yıldız M. The Effect of Digital Game Addiction and Cyberloafing on Psychological Well-Being in University Students. Gümüşhane Sağlık Bilimleri Dergisi. 2025;14(1):104-11.