TY - JOUR T1 - EBEVEYNLERİN PROBLEMLİ VİDEO OYUNU OYNAMAYA YÖNELİK BİLGİ VE FARKINDALIĞININ İNCELENMESİ TT - ANALYSIS OF PARENTS’ KNOWLEDGE AND AWARENESS ABOUT THEIR CHILDREN’S PROBLEMATIC VIDEO GAMING BEHAVIORS AU - Taşkale, Nermin PY - 2025 DA - September Y2 - 2025 DO - 10.30794/pausbed.1631234 JF - Pamukkale Üniversitesi Sosyal Bilimler Enstitüsü Dergisi JO - PAUSBED PB - Pamukkale University WT - DergiPark SN - 1308-2922 SP - 269 EP - 289 IS - 70 LA - tr AB - Problemli video oyunu oynama klinik anlamda yeni tanımlanan bir sorun olup çocuk oyuncuların ebeveynleri de tanı ve tedavi sürecinde aktif yer almalıdır. Bu çalışmanın amacı, problemli video oyunu oynama davranışına yönelik ebeveynlerin bilgi ve farkındalıklarını incelemektir. Çalışmaya 42 ebeveyn katılmış, Demografik Bilgi Formu ve açık uçlu soruları yazılı olarak cevaplamıştır. Katılımcıların çocuklarının video oyunu oynama davranışını genel olarak iyi takip ettiği görülmüştür. İçerik analizi sonucunda Tanım (Duygusal Boyut [Tolerans, Olumlu Duygulanım, Duygusal Yoksunluk Belirtileri], Sıklık [Davranışsal Boyut, Bilişsel Boyut], Tanımlayamama, Sanal-Gerçek Ayrımı, Patoloji), Tedavi Potansiyeli (Tedavi Edilebilirlik [Tedavi Edilebilir, Belirsizlik, Tedavi Edilemez], Tedavi Kaynakları [Aile Desteği, Hobiler/Aktiviteler, Profesyonel Destek, Süreyi Sınırlandırma]), Nedenler (Sosyal Nedenler [Yetersiz Aile İlişkileri, Çevresel Faktörler, Akran Zorbalığı/Dışlanma], Duygusal Nedenler [Olumsuz Duygudan Kaçış, Olumlu Duyguya Yaklaşma], Öz Denetim [Zamanı Yönetememe, Duygu Denetimi], Kişilik Özellikleri) ve Etkiler (Negatif İşlevsellik, Fizyolojik Etkiler, Sosyal İlişkiler, Psikolojik Etkiler [Olumsuz Psikolojik Etkiler, Olumlu Psikolojik Etkiler]) temalarına ulaşılmıştır. Ebeveynler etkili bilgi kaynakları olabilir. KW - Video Oyun Bağımlılığı KW - Problemli Video Oyun Oynama Davranışı KW - İnternette Oyun Oynama Bozukluğu KW - Ebeveyn Bilgi Düzeyi KW - Ebeveyn Farkındalığı KW - Dijital Ebeveynlik N2 - Problematic video gaming is a newly defined problem in the clinical field, and parents of child gamers should be actively involved in the diagnostic and treatment processes. This study aims to examine parents’ knowledge and awareness regarding problematic video gaming behavior. Forty-two parents provided written answers to the Demographic Information Form and the open-ended questions. The themes obtained from the content analysis were Definition (Emotional Dimension [Tolerance, Positive Affect, Emotional Deprivation Symptoms], Frequency [Behavioral Dimension, Cognitive Dimension], Inability to Identify, Virtual-Real Distinction, Pathology), Treatment Potential (Treatability [Treatable, Uncertainty, Untreatable], Treatment Resources [Family Support, Hobbies/Activities, Professional Support, Limiting Time]), Causes (Social Causes [Inadequate Family Relations, Environmental Factors, Peer Bullying/Exclusion], Emotional Causes [Escape from Negative Emotion, Approach to Positive Emotion], Self-Control [Inability to Manage Time, Emotional Control], Personality Traits) and Effects (Negative Functioning, Physiological Effects, Social Relations, Psychological Effects [Negative Psychological Effects, Positive Psychological Effects]). Parents may constitute effective sources of information. CR - American Psychiatric Association. (2022). 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