Quality of Life and Digital Game Addiction in Adolescents During COVID-19 Pandemic: A Web-Based Cross-Sectional Study DOI Creative Commons
Raziye ÇELEN,

Sümeyye Nur Güneş,

Sibel Küçükoğlu

и другие.

Ankara Medical Journal, Год журнала: 2024, Номер 24(2), С. 140 - 152

Опубликована: Янв. 1, 2024

Objectives: This study aimed to investigate the effect of digital game addiction on health-related quality life adolescents. Materials and Methods:The sample this descriptive cross-sectional consisted 300 adolescents between ages 10 14.The was carried out in Konya, located center Turkey, February June 2021, when there were pandemic restrictions.Participants recruited through snowball sampling method using an online web-based platform.Data collected with Personal Information Form, Digital Game Addiction Scale for Children, KIDSCREEN-27 Health-related Quality Life Questionnaire. Results:The revealed that mean score 53.32±20.84and majority (39.7%) low-risk group addiction.A weak moderate relationship found factors Questionnaire time spent gaming during COVID-19 pandemic.Low psychological well-being, a bad school environment, young age, being male, spending higher amounts playing games determined be predictors (p<0.05).It explained 32% addiction. Conclusion:It affects life, is affected by some demographic characteristics, environment.

Язык: Английский

Network analysis of adverse childhood experiences and problematic internet use among Chinese adolescents DOI
L. Li,

Xiuqiong Feng,

Shengyu Luo

и другие.

Addictive Behaviors, Год журнала: 2025, Номер unknown, С. 108300 - 108300

Опубликована: Фев. 1, 2025

Язык: Английский

Процитировано

0

Association between internet addiction and sleep quality in medical students: a longitudinal study DOI Creative Commons

Chaowei Guo,

Ming Chen, Xiaotong Ji

и другие.

Frontiers in Psychology, Год журнала: 2025, Номер 16

Опубликована: Март 12, 2025

Objective The study aimed to confirm the hysteresis effect of internet addiction on sleep quality and examine association between among medical students from first third academic year. Methods A repeated measures observational cohort was conducted, involving 667 at China Medical University 2017 2019. Kruskal-Wallis test used analyze measurement data, cross-lagged panel models were employed assess associations within across different time intervals. Results Internet significantly associated with ( p &lt; 0.001). Notably, in year positively second Conclusion This underscores importance understanding as progress through their years. Attention should be directed towards long-term adverse effects future students.

Язык: Английский

Процитировано

0

Pathways linking loneliness and depressive symptoms among Chinese adolescents: The mediating role of sleep disturbance DOI
Hui G. Cheng,

Wanting Hu,

Shengyu Luo

и другие.

Journal of Affective Disorders, Год журнала: 2024, Номер 370, С. 235 - 240

Опубликована: Ноя. 4, 2024

Язык: Английский

Процитировано

1

Quality of Life and Digital Game Addiction in Adolescents During COVID-19 Pandemic: A Web-Based Cross-Sectional Study DOI Creative Commons
Raziye ÇELEN,

Sümeyye Nur Güneş,

Sibel Küçükoğlu

и другие.

Ankara Medical Journal, Год журнала: 2024, Номер 24(2), С. 140 - 152

Опубликована: Янв. 1, 2024

Objectives: This study aimed to investigate the effect of digital game addiction on health-related quality life adolescents. Materials and Methods:The sample this descriptive cross-sectional consisted 300 adolescents between ages 10 14.The was carried out in Konya, located center Turkey, February June 2021, when there were pandemic restrictions.Participants recruited through snowball sampling method using an online web-based platform.Data collected with Personal Information Form, Digital Game Addiction Scale for Children, KIDSCREEN-27 Health-related Quality Life Questionnaire. Results:The revealed that mean score 53.32±20.84and majority (39.7%) low-risk group addiction.A weak moderate relationship found factors Questionnaire time spent gaming during COVID-19 pandemic.Low psychological well-being, a bad school environment, young age, being male, spending higher amounts playing games determined be predictors (p<0.05).It explained 32% addiction. Conclusion:It affects life, is affected by some demographic characteristics, environment.

Язык: Английский

Процитировано

0