Araştırma Makalesi
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Yıl 2023, Cilt: 36 Sayı: 3, 303 - 311, 29.09.2023
https://doi.org/10.5472/marumj.1367799

Öz

Kaynakça

  • Ryu K, Kim Y, Kim J, Woo M. False accusation of online games: Internet gaming can enhance the cognitive flexibility of adolescents. Asian J Sport Exerc Psychol 2021;1:116-21. doi: 10.1016/j.ajsep.2021.09.006.
  • Yurgelun-Todd D. Emotional and cognitive changes during adolescence. Curr Opin Neurobiol 2007;17:251-7. doi: 10.1016/j.conb.2007.03.009.
  • Festl R, Scharkow M, Quandt T. Problematic computer game use among adolescents, younger and older adults. Addiction 2013;108:592-9. doi: 10.1111/add.12016.
  • Liao Z, Huang Q, Huang S, et al. Prevalence of internet gaming disorder and its association with personality traits and gaming characteristics among Chinese adolescent gamers. Front Psychiatry 2020;11:598585. doi: 10.3389/fpsyt.2020.598585.
  • Fam JY. Prevalence of internet gaming disorder in adolescents: A meta-analysis across three decades. Scand J Psychol 2018;59:524-31. doi: 10.1111/sjop.12459.
  • Dennis JP, Vander Wal JS. The cognitive flexibility ınventory: Instrument development and estimates of reliability and validity. Cognit Ther Res 2010;34:241-53. doi: 10.1007/ s10608.009.9276-4.
  • Dong G, Lin X, Zhou H, Lu Q. Cognitive flexibility in internet addicts: fMRI evidence from difficult-to-easy and easy-todifficult switching situations. Addict Behav 2014;39:677-83. doi: 10.1016/j.addbeh.2013.11.028.
  • Wartberg L, Kriston L, Thomasius R. Internet gaming disorder and problematic social media use in a representative sample of German adolescents: Prevalence estimates, comorbid depressive symptoms and related psychosocial aspects. Comput Human Behav 2020;103:31-6. doi: 10.1016/j. chb.2019.09.014.
  • Richard J, Fletcher É, Boutin S, Derevensky J, Temcheff C. Conduct problems and depressive symptoms in association with problem gambling and gaming: A systematic review. J Behav Addict 2020;9:497-533. doi: 10.1556/2006.2020.00045.
  • Krossbakken E, Pallesen S, Mentzoni RA, et al. A cross-lagged study of developmental trajectories of video game engagement, addiction, and mental health. Front Psychol 2018;9:2239. doi: 10.3389/fpsyg.2018.02239.
  • Gundogdu U, Eroglu M. The relationship between dissociation symptoms, sleep disturbances, problematic internet use and online gaming in adolescents. Psychol Health Med 2022;27:686-97. doi: 10.1080/13548.506.2021.1984542.
  • Loh KK, Kanai R. How has the internet reshaped human cognition? Neurosci 2015;22:506-20. doi: 10.1177/107.385.8415595005.
  • Annetta LA, Minogue J, Holmes SY, Cheng M-T. Investigating the impact of video games on high school students’ engagement and learning about genetics. Comput Educ 2009;53:74-85. doi: 10.1016/j.compedu.2008.12.020.
  • Greenfield PM, DeWinstanley P, Kilpatrick H, Kaye D. Action video games and informal education: Effects on strategies for dividing visual attention. J Appl Dev Psychol 1994;15:105-23. doi: 10.1016/0193-3973(94)90008-6.
  • Ferguson CJ. The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games. Psychiatr Q 2007;78:309-16. doi: 10.1007/s11126.007.9056-9.
  • Anderson CA, Bushman BJ. Human aggression. Annu Rev Psychol 2002;53:27-51. doi: 10.1146/annurev. psych.53.100.901.135231.
  • Jeong EJ, Kim DJ, Lee DM, Lee HR. A study of digital game addiction from aggression, loneliness and depression perspectives. Koloa, HI, USA:2016 49th Hawaii International Conferrence on System Sciences (HICSS), 2016;3769-80. doi: 10.1109/HICSS.2016.470.
  • Kim EJ, Namkoong K, Ku T, Kim SJ. The relationship between online game addiction and aggression, self-control and narcissistic personality traits. Eur Psychiatry 2008;23:212-8. doi: 10.1016/j.eurpsy.2007.10.010.
  • Mehroof M, Griffiths MD. Online gaming addiction: The role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety. Cyberpsychology, Behav Soc Netw 2010;13:313-6. doi: 10.1089/cyber.2009.0229.
  • Ko C-H, Yen J-Y, Liu S-C, Huang C-F, Yen C-F. The associations between aggressive behaviors and ınternet addiction and online activities in adolescents. J Adolesc Health 2009;44:598- 605. doi: 10.1016/j.jadohealth.2008.11.011.
  • Lemmens JS, Valkenburg PM, Peter J. Psychosocial causes and consequences of pathological gaming. Comput Human Behav 2011;27:144-52. doi: 10.1016/j.chb.2010.07.015.
  • Griffiths MD. Video game violence and aggression: Comments on ‘video game playing and its relations with aggressive and prosocial behaviour’ by O. Wiegman and E. G. M. van Schie. Br J Soc Psychol 2000;39:147-9. doi: 10.1348/014.466.600164381.
  • Ferguson CJ. Video games and youth violence: A prospective analysis in adolescents. J Youth Adolesc 2011;40:377-91. doi: 10.1007/s10964.010.9610-x.
  • Siyez DM, Baran B. Determining reactive and proactive aggression and empathy levels of middle school students regarding their video game preferences. Comput Human Behav 2017;72:286–95. doi: 10.1016/j.chb.2017.03.006.
  • McKinnie Burney D, Kromrey J. Initial development and score validation of the Adolescent Anger Rating Scale. Educ Psychol Meas 2001;61:446-60. doi: 10.1177/001.316.40121971310.
  • Aslan AE, Sevinçler-Togan S. A service for emotion management: Turkish version of the Adolescent Anger Rating Scale (AARS). Educ Sci Th Eory Pract 2009;9:391-400.
  • Kumar M, Bhilwar M, Kapoor R, et al. Prevalence of aggression among school-going adolescents in India: A review study. Indian J Youth Adolesc Health 2016;3:39-47.
  • Sharma MK, Marimuthu P. Prevalence and psychosocial factors of aggression among youth. Indian J Psychol Med 2014;36:48-53. doi: 10.4103/0253-7176.127249.
  • Mohammad Hossein K, Ghaysari E, Ghahremani L, Zare E, Ghaem H. The effect of a theory-based educational intervention on reducing aggressive behavior among male students: A randomized controlled trial study. Biomed Res Int 2022;2022:6308929. doi: 10.1155/2022/6308929.
  • Gudlaugsdottir GR, Vilhjalmsson R, Kristjansdottir G, Jacobsen R, Meyrowitsch D. Violent behaviour among adolescents in Iceland: A national survey. Int J Epidemiol 2004;33:1046-51. doi: 10.1093/ije/dyh190.
  • Roberts RE, Roberts CR, Duong HT. Chronic insomnia and its negative consequences for health and functioning of adolescents: A 12-month prospective study. J Adolesc Health 2008;42:294-302. doi: 10.1016/j.jadohealth.2007.09.016.
  • Ireland JL, Culpin V. The relationship between sleeping problems and aggression, anger, and impulsivity in a population of juvenile and young offenders. J Adolesc Health 2006;38:649-55. doi: 10.1016/j.jadohealth.2005.05.027.
  • Donoghue C, Meltzer LJ. Sleep it off: Bullying and sleep disturbances in adolescents. J Adolesc 2018;68:87-93. doi: 10.1016/j.adolescence.2018.07.012.
  • Kobayashi H, Ikei H, Song C, Kagawa T, Miyazaki Y. Comparing the impact of forest walking and forest viewing on psychological states. Urban For Urban Green 2021;57:126920. doi: 10.1016/j.ufug.2020.126920.
  • Barbour KA, Edenfield TM, Blumenthal JA. Exercise as a treatment for depression and other psychiatric disorders: A review. J Cardiopulm Rehabil Prev 2007;27:359-67. doi: 10.1097/01.HCR.000.030.0262.69645.95
  • Edwards MK, Loprinzi PD. Experimental effects of brief, single bouts of walking and meditation on mood profile in young adults. Health Promot Perspect 2018;8:171-8. doi: 10.15171/hpp.2018.23.
  • Edenfield TM, Saeed SA. An update on mindfulness meditation as a self-help treatment for anxiety and depression. Psychol Res Behav Manag 2012;5:131-41. doi: 10.2147/PRBM. S34937.
  • Sakuragi S, Sugiyama Y. Effects of daily walking on subjective symptoms, mood and autonomic nervous function. J Physiol Anthropol 2006;25:281-9. doi: 10.2114/jpa2.25.281.
  • Kardefelt-Winther D. A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use. Comput Human Behav 2014;31:351-4. doi: 10.1016/j.chb.2013.10.059.
  • Frölich J, Lehmkuhl G, Orawa H, Bromba M, Wolf K, Görtz-Dorten A. Computer game misuse and addiction of adolescents in a clinically referred study sample. Comput Human Behav 2016;55:9-15. doi: 10.1016/j.chb.2015.08.043.
  • Gentile D. Pathological video-game use among youth ages 8 to 18: A national study. Psychol Sci 2009;20:594–602. doi: 10.1111/j.1467-9280.2009.02340.x.
  • Van Rooij AJ, Schoenmakers TM, Vermulst AA, Van Den Eijnden RJJM, Van De Mheen D. Online video game addiction: Identification of addicted adolescent gamers. Addiction 2011;106:205-12. doi: 10.1111/j.1360-0443.2010.03104.x.
  • Abolfathi M, Dehdari T, Zamani-Alavijeh F, et al. Identification of the opportunities and threats of using social media among Iranian adolescent girls. Heliyon 2022;8:e09224. doi: 10.1016/j. heliyon.2022.e09224.
  • Kim Y-J, Roh D, Lee S-K, Canan F, Potenza MN. Factors Statistically predicting at-risk/problematic internet use in a sample of young adolescent boys and girls in South Korea. Front Psychiatry 2018;9:351. doi: 10.3389/fpsyt.2018.00351.
  • Markey PM, Markey CN, French JE. Violent video games and real-world violence: Rhetoric versus data. Psychol Pop Media Cult 2015;4:277-95. doi: 10.1037/ppm0000030.
  • Woolf AD, Erdman AR, Nelson LS, Caravati EM, Cobaugh DJ, Booze LL, et al. Tricyclic antidepressant poisoning: An evidence-based consensus guideline for out-ofhospital management. Clin Toxicol 2007;45:203-33. doi: 10.1080/155.636.50701226192.
  • Olson CK, Kutner LA, Warner DE, et al. Factors correlated with violent video game use by adolescent boys and girls. J Adolesc Health 2007;41:77-83. doi: 10.1016/j.jadohealth.2007.01.001.
  • Jerabeck JM, Ferguson CJ. The influence of solitary and cooperative violent video game play on aggressive and prosocial behavior. Comput Human Behav 2013;29:2573-8. doi: 10.1016/j.chb.2013.06.034.

The relationship between smartphone and computer games and anger in adolescents

Yıl 2023, Cilt: 36 Sayı: 3, 303 - 311, 29.09.2023
https://doi.org/10.5472/marumj.1367799

Öz

Objective: In this study, it was aimed to determine the relationship between the causes and duration of gaming and types of games and
levels of anger among Turkish adolescents studying at high schools.
Materials and Methods: The study was conducted using a cross-sectional descriptive design with adolescents enrolled in high schools
in an Eastern Turkish province. A total of 819 adolescent students aged 13-18 were included in the study. Data were collected online
through Google Forms, utilizing both the “Sociodemographic Form” and the “Adolescent Anger Rating Scale.”
Results: The mean age of the adolescents was 15.52±1.29. Gender, academic performance, daily sleep duration, and daily walking
distance were not found to be associated with anger levels. Additionally, there was no significant correlation between anger scores and
the status of computer and smartphone usage. However, individuals who used smartphones for 3 hours or more for purposes such as
gaming, entertainment, chatting, messaging, and socializing exhibited higher anger scores.
Conclusion: Academic grades, the duration of smartphone usage, computer and smartphone use for gaming/entertainment, chatting,
messaging, and socializing were found to be associated with anger. Specifically, extended periods of playing war, fighting, and similar
games on both computers and smartphones were correlated with higher levels of anger. It would be advantageous for parents to monitor
and regulate the content of the games their adolescents play, observe any behavioral differences, and take necessary precautions.

Kaynakça

  • Ryu K, Kim Y, Kim J, Woo M. False accusation of online games: Internet gaming can enhance the cognitive flexibility of adolescents. Asian J Sport Exerc Psychol 2021;1:116-21. doi: 10.1016/j.ajsep.2021.09.006.
  • Yurgelun-Todd D. Emotional and cognitive changes during adolescence. Curr Opin Neurobiol 2007;17:251-7. doi: 10.1016/j.conb.2007.03.009.
  • Festl R, Scharkow M, Quandt T. Problematic computer game use among adolescents, younger and older adults. Addiction 2013;108:592-9. doi: 10.1111/add.12016.
  • Liao Z, Huang Q, Huang S, et al. Prevalence of internet gaming disorder and its association with personality traits and gaming characteristics among Chinese adolescent gamers. Front Psychiatry 2020;11:598585. doi: 10.3389/fpsyt.2020.598585.
  • Fam JY. Prevalence of internet gaming disorder in adolescents: A meta-analysis across three decades. Scand J Psychol 2018;59:524-31. doi: 10.1111/sjop.12459.
  • Dennis JP, Vander Wal JS. The cognitive flexibility ınventory: Instrument development and estimates of reliability and validity. Cognit Ther Res 2010;34:241-53. doi: 10.1007/ s10608.009.9276-4.
  • Dong G, Lin X, Zhou H, Lu Q. Cognitive flexibility in internet addicts: fMRI evidence from difficult-to-easy and easy-todifficult switching situations. Addict Behav 2014;39:677-83. doi: 10.1016/j.addbeh.2013.11.028.
  • Wartberg L, Kriston L, Thomasius R. Internet gaming disorder and problematic social media use in a representative sample of German adolescents: Prevalence estimates, comorbid depressive symptoms and related psychosocial aspects. Comput Human Behav 2020;103:31-6. doi: 10.1016/j. chb.2019.09.014.
  • Richard J, Fletcher É, Boutin S, Derevensky J, Temcheff C. Conduct problems and depressive symptoms in association with problem gambling and gaming: A systematic review. J Behav Addict 2020;9:497-533. doi: 10.1556/2006.2020.00045.
  • Krossbakken E, Pallesen S, Mentzoni RA, et al. A cross-lagged study of developmental trajectories of video game engagement, addiction, and mental health. Front Psychol 2018;9:2239. doi: 10.3389/fpsyg.2018.02239.
  • Gundogdu U, Eroglu M. The relationship between dissociation symptoms, sleep disturbances, problematic internet use and online gaming in adolescents. Psychol Health Med 2022;27:686-97. doi: 10.1080/13548.506.2021.1984542.
  • Loh KK, Kanai R. How has the internet reshaped human cognition? Neurosci 2015;22:506-20. doi: 10.1177/107.385.8415595005.
  • Annetta LA, Minogue J, Holmes SY, Cheng M-T. Investigating the impact of video games on high school students’ engagement and learning about genetics. Comput Educ 2009;53:74-85. doi: 10.1016/j.compedu.2008.12.020.
  • Greenfield PM, DeWinstanley P, Kilpatrick H, Kaye D. Action video games and informal education: Effects on strategies for dividing visual attention. J Appl Dev Psychol 1994;15:105-23. doi: 10.1016/0193-3973(94)90008-6.
  • Ferguson CJ. The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games. Psychiatr Q 2007;78:309-16. doi: 10.1007/s11126.007.9056-9.
  • Anderson CA, Bushman BJ. Human aggression. Annu Rev Psychol 2002;53:27-51. doi: 10.1146/annurev. psych.53.100.901.135231.
  • Jeong EJ, Kim DJ, Lee DM, Lee HR. A study of digital game addiction from aggression, loneliness and depression perspectives. Koloa, HI, USA:2016 49th Hawaii International Conferrence on System Sciences (HICSS), 2016;3769-80. doi: 10.1109/HICSS.2016.470.
  • Kim EJ, Namkoong K, Ku T, Kim SJ. The relationship between online game addiction and aggression, self-control and narcissistic personality traits. Eur Psychiatry 2008;23:212-8. doi: 10.1016/j.eurpsy.2007.10.010.
  • Mehroof M, Griffiths MD. Online gaming addiction: The role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety. Cyberpsychology, Behav Soc Netw 2010;13:313-6. doi: 10.1089/cyber.2009.0229.
  • Ko C-H, Yen J-Y, Liu S-C, Huang C-F, Yen C-F. The associations between aggressive behaviors and ınternet addiction and online activities in adolescents. J Adolesc Health 2009;44:598- 605. doi: 10.1016/j.jadohealth.2008.11.011.
  • Lemmens JS, Valkenburg PM, Peter J. Psychosocial causes and consequences of pathological gaming. Comput Human Behav 2011;27:144-52. doi: 10.1016/j.chb.2010.07.015.
  • Griffiths MD. Video game violence and aggression: Comments on ‘video game playing and its relations with aggressive and prosocial behaviour’ by O. Wiegman and E. G. M. van Schie. Br J Soc Psychol 2000;39:147-9. doi: 10.1348/014.466.600164381.
  • Ferguson CJ. Video games and youth violence: A prospective analysis in adolescents. J Youth Adolesc 2011;40:377-91. doi: 10.1007/s10964.010.9610-x.
  • Siyez DM, Baran B. Determining reactive and proactive aggression and empathy levels of middle school students regarding their video game preferences. Comput Human Behav 2017;72:286–95. doi: 10.1016/j.chb.2017.03.006.
  • McKinnie Burney D, Kromrey J. Initial development and score validation of the Adolescent Anger Rating Scale. Educ Psychol Meas 2001;61:446-60. doi: 10.1177/001.316.40121971310.
  • Aslan AE, Sevinçler-Togan S. A service for emotion management: Turkish version of the Adolescent Anger Rating Scale (AARS). Educ Sci Th Eory Pract 2009;9:391-400.
  • Kumar M, Bhilwar M, Kapoor R, et al. Prevalence of aggression among school-going adolescents in India: A review study. Indian J Youth Adolesc Health 2016;3:39-47.
  • Sharma MK, Marimuthu P. Prevalence and psychosocial factors of aggression among youth. Indian J Psychol Med 2014;36:48-53. doi: 10.4103/0253-7176.127249.
  • Mohammad Hossein K, Ghaysari E, Ghahremani L, Zare E, Ghaem H. The effect of a theory-based educational intervention on reducing aggressive behavior among male students: A randomized controlled trial study. Biomed Res Int 2022;2022:6308929. doi: 10.1155/2022/6308929.
  • Gudlaugsdottir GR, Vilhjalmsson R, Kristjansdottir G, Jacobsen R, Meyrowitsch D. Violent behaviour among adolescents in Iceland: A national survey. Int J Epidemiol 2004;33:1046-51. doi: 10.1093/ije/dyh190.
  • Roberts RE, Roberts CR, Duong HT. Chronic insomnia and its negative consequences for health and functioning of adolescents: A 12-month prospective study. J Adolesc Health 2008;42:294-302. doi: 10.1016/j.jadohealth.2007.09.016.
  • Ireland JL, Culpin V. The relationship between sleeping problems and aggression, anger, and impulsivity in a population of juvenile and young offenders. J Adolesc Health 2006;38:649-55. doi: 10.1016/j.jadohealth.2005.05.027.
  • Donoghue C, Meltzer LJ. Sleep it off: Bullying and sleep disturbances in adolescents. J Adolesc 2018;68:87-93. doi: 10.1016/j.adolescence.2018.07.012.
  • Kobayashi H, Ikei H, Song C, Kagawa T, Miyazaki Y. Comparing the impact of forest walking and forest viewing on psychological states. Urban For Urban Green 2021;57:126920. doi: 10.1016/j.ufug.2020.126920.
  • Barbour KA, Edenfield TM, Blumenthal JA. Exercise as a treatment for depression and other psychiatric disorders: A review. J Cardiopulm Rehabil Prev 2007;27:359-67. doi: 10.1097/01.HCR.000.030.0262.69645.95
  • Edwards MK, Loprinzi PD. Experimental effects of brief, single bouts of walking and meditation on mood profile in young adults. Health Promot Perspect 2018;8:171-8. doi: 10.15171/hpp.2018.23.
  • Edenfield TM, Saeed SA. An update on mindfulness meditation as a self-help treatment for anxiety and depression. Psychol Res Behav Manag 2012;5:131-41. doi: 10.2147/PRBM. S34937.
  • Sakuragi S, Sugiyama Y. Effects of daily walking on subjective symptoms, mood and autonomic nervous function. J Physiol Anthropol 2006;25:281-9. doi: 10.2114/jpa2.25.281.
  • Kardefelt-Winther D. A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use. Comput Human Behav 2014;31:351-4. doi: 10.1016/j.chb.2013.10.059.
  • Frölich J, Lehmkuhl G, Orawa H, Bromba M, Wolf K, Görtz-Dorten A. Computer game misuse and addiction of adolescents in a clinically referred study sample. Comput Human Behav 2016;55:9-15. doi: 10.1016/j.chb.2015.08.043.
  • Gentile D. Pathological video-game use among youth ages 8 to 18: A national study. Psychol Sci 2009;20:594–602. doi: 10.1111/j.1467-9280.2009.02340.x.
  • Van Rooij AJ, Schoenmakers TM, Vermulst AA, Van Den Eijnden RJJM, Van De Mheen D. Online video game addiction: Identification of addicted adolescent gamers. Addiction 2011;106:205-12. doi: 10.1111/j.1360-0443.2010.03104.x.
  • Abolfathi M, Dehdari T, Zamani-Alavijeh F, et al. Identification of the opportunities and threats of using social media among Iranian adolescent girls. Heliyon 2022;8:e09224. doi: 10.1016/j. heliyon.2022.e09224.
  • Kim Y-J, Roh D, Lee S-K, Canan F, Potenza MN. Factors Statistically predicting at-risk/problematic internet use in a sample of young adolescent boys and girls in South Korea. Front Psychiatry 2018;9:351. doi: 10.3389/fpsyt.2018.00351.
  • Markey PM, Markey CN, French JE. Violent video games and real-world violence: Rhetoric versus data. Psychol Pop Media Cult 2015;4:277-95. doi: 10.1037/ppm0000030.
  • Woolf AD, Erdman AR, Nelson LS, Caravati EM, Cobaugh DJ, Booze LL, et al. Tricyclic antidepressant poisoning: An evidence-based consensus guideline for out-ofhospital management. Clin Toxicol 2007;45:203-33. doi: 10.1080/155.636.50701226192.
  • Olson CK, Kutner LA, Warner DE, et al. Factors correlated with violent video game use by adolescent boys and girls. J Adolesc Health 2007;41:77-83. doi: 10.1016/j.jadohealth.2007.01.001.
  • Jerabeck JM, Ferguson CJ. The influence of solitary and cooperative violent video game play on aggressive and prosocial behavior. Comput Human Behav 2013;29:2573-8. doi: 10.1016/j.chb.2013.06.034.
Toplam 48 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Cerrahi (Diğer)
Bölüm Original Research
Yazarlar

Suat Tuncay

Abdullah Sarman

Yayımlanma Tarihi 29 Eylül 2023
Yayımlandığı Sayı Yıl 2023 Cilt: 36 Sayı: 3

Kaynak Göster

APA Tuncay, S., & Sarman, A. (2023). The relationship between smartphone and computer games and anger in adolescents. Marmara Medical Journal, 36(3), 303-311. https://doi.org/10.5472/marumj.1367799
AMA Tuncay S, Sarman A. The relationship between smartphone and computer games and anger in adolescents. Marmara Med J. Eylül 2023;36(3):303-311. doi:10.5472/marumj.1367799
Chicago Tuncay, Suat, ve Abdullah Sarman. “The Relationship Between Smartphone and Computer Games and Anger in Adolescents”. Marmara Medical Journal 36, sy. 3 (Eylül 2023): 303-11. https://doi.org/10.5472/marumj.1367799.
EndNote Tuncay S, Sarman A (01 Eylül 2023) The relationship between smartphone and computer games and anger in adolescents. Marmara Medical Journal 36 3 303–311.
IEEE S. Tuncay ve A. Sarman, “The relationship between smartphone and computer games and anger in adolescents”, Marmara Med J, c. 36, sy. 3, ss. 303–311, 2023, doi: 10.5472/marumj.1367799.
ISNAD Tuncay, Suat - Sarman, Abdullah. “The Relationship Between Smartphone and Computer Games and Anger in Adolescents”. Marmara Medical Journal 36/3 (Eylül 2023), 303-311. https://doi.org/10.5472/marumj.1367799.
JAMA Tuncay S, Sarman A. The relationship between smartphone and computer games and anger in adolescents. Marmara Med J. 2023;36:303–311.
MLA Tuncay, Suat ve Abdullah Sarman. “The Relationship Between Smartphone and Computer Games and Anger in Adolescents”. Marmara Medical Journal, c. 36, sy. 3, 2023, ss. 303-11, doi:10.5472/marumj.1367799.
Vancouver Tuncay S, Sarman A. The relationship between smartphone and computer games and anger in adolescents. Marmara Med J. 2023;36(3):303-11.