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Online Oyun Bağımlılığı: Sorunlar ve Çözümler Üzerine Bir Literatür Taraması

Year 2023, , 274 - 279, 26.09.2023
https://doi.org/10.35365/ctjpp.23.3.10

Abstract

Online oyun bağımlılığı günümüz teknolojik dünyasının en büyük psikolojik ve fizyolojik rahatsızlıkları arasında yer almaktadır. Bilgisayar ve internet teknolojilerinin gelişimine paralel olarak oyun sektörünün de değişmesi ve online oyunların yaş sınırı olmadan herkese hitap etmesi, beraberinde birçok sorunu da getirmiştir. Bunların başında ise online oyun bağımlılığı gelmektedir. Online oyun bağımlılığı içerisinde çeşitli değişkenleri barındıran, kesin teşhisin konulmasının oldukça zor olduğu bir süreci ifade etmektedir. Online oyun bağımlılığını anlamak, içerisinde yatan çeşitli değişkenleri ortaya koyabilmek için birçok çalışma yapılmıştır. Çalışmada literatür taraması araştırma yöntemiyle var olan çalışmalar taranmış, sorunlar ve sonuçlar göz önünde bulundurularak çözüm önerileri sunulmuştur.

References

  • Balcı, E. V. ve Tiryaki, S. (2018). Sanal Dünya ve Dijital Oyun Kültürü, Yeni Medyaya Yeni Yaklaşımlar R. Sine ve G. Sarı (Eds.), Literatürk, 11-43.
  • Blinka, L. ve Mikuška, J. (2014). The role of social motivation and sociability of gamers in online game addiction. Cyberpsychology, 8(2). 1-11
  • Brown, I. (1997). A theoretical model of the behavioural addictions - Applied to offending. In J. E. Hodge, M. McMurran ve C. R. Hollins (Eds.), Addicted to crime?. Chichester, UK: John Wiley, 13-65.
  • Chappell, D., Eatough, V., Davies, M. N., ve Griffiths, M. (2006). EverQuest—It’s just a computer game right? An interpretative phenomenological analysis of online gaming addiction. IJMHA, 4(3), 205-216.
  • Çavuş, S., Ayhan, B. ve Tuncer, M. (2016). Bilgisayar oyunları ve bağımlılık: Üniversite öğrencileri üzerine bir alan araştırması. İletişim Kuram ve Araştırma Dergisi, (43), 265-289.
  • Fisher, S. (1994). Identifying video game addiction in children and adolescents. Addictive Behaviors, 19(5), 545-553.
  • Freeman, C. B. (2008). Internet gaming addiction. The Journal for Nurse Practitioners, 4(1), 42-47.
  • Gentile, D. A. (2009). Pathological video game use among youth 8 to 18: A national study. Psychol Sci,, 20, 594-602.
  • Goodman, M. D. (1990). Addiction: Definition and implications. British Journal of Addictions, 85(11), 1403–1408.
  • Griffiths M. D. (2005). A 'components' model of addiction within a biopsychosocial framework. J. Subst. Abuse, 10(4), 191–197.
  • Griffiths M. D. (2013). Social networking addiction: Emerging themes and issues. J. Addict. Res. Ther., 4, 118.
  • Griffiths, M. D. (2000a) Internet addiction—Time to be taken seriously? Addiction Research, 8, 413–418.
  • Griffiths, M. D. (2000b). Does internet and computer “addiction” exist? Some case study evidence. CyberPsychology and Behavior, 3, 211–218.
  • Griffiths, M. D. (2010). Online video gaming: what should educational psychologists know?. Educational Psychology in Practice, 26(1), 35-40.
  • Griffiths, M. D. (2015). Online games, addiction and overuse of. The International Encyclopedia of Digital Communication and Society, 1-6.
  • Hazar, Z. (2019). An Analysis of the Relationship between Digital Game Playing Motivation and Digital Game Addiction among Children. Asian Journal of Education and Training, 5(1), 31-38.
  • Hellman, M., Schoenmakers, T. M., Nordstrom, B. R., ve Van Holst, R. J. (2013). Is there such a thing as online video game addiction? A cross-disciplinary review. Addiction Research & Theory, 21(2), 102-112.
  • Hew, J. J., Lee, W. H., T'ng, S. T., Tan, G. W., Ooi, K. B., & Dwivedi, Y. K. (2023). Are Online Mobile Gamers Really Happy? On the Suppressor Role of Online Game Addiction. Information Systems Frontiers.
  • Hussain, Z., Griffiths, M. D., ve Baguley, T. (2012). Online gaming addiction: Classification, prediction and associated risk factors. Addiction Research & Theory, 20(5), 359-371.
  • Irmak, A. Y., ve Erdogan, S. (2016). Digital game addiction among adolescents and young adults: A current overview. Turkish Journal of Psychiatry, 27(2), 1-10.
  • Jap, T., Tiatri, S., Jaya, E. S. ve Suteja, M. S. (2013). The development of Indonesian online game addiction questionnaire. PloS one, 8(4), e61098.
  • Jeong,E. J., D. J. Kim, D. M. Lee ve H. R. Lee (2016). A Study of Digital Game Addiction from Aggression, Loneliness and Depression Perspectives, 2016 49th Hawaii International Conference on System Sciences (HICSS), Koloa, HI, USA, 2016, pp. 3769-3780.
  • Karlsen F. A (2013). World of Excesses Online Games and Excessive Playing. Ashgate, UK: Farnham. Kiatsakaret, P., & Chen, K. Y. (2022). The Effect of Flow Experience on Online Game Addiction during the COVID-19 Pandemic: The Moderating Effect of Activity Passion. Sustainability, 14(19).
  • Kneer, J., Rieger, D., Ivory, J. D., ve Ferguson, C. (2014). Awareness of risk factors for digital game addiction: interviewing players and counselors. International Journal of Mental Health and Addiction, 12, 585-599. Knopf, J. W. (2006). Doing a literature review. PS: Political Science & Politics, 39(1), 127-132.
  • Ko, C. H., Yen, J. Y., Chen, C. C., Chen, S. H., ve Yen, C. F. (2005). Gender differences and related factors affecting online gaming addiction among Taiwanese adolescents. The Journal of Nervous and Mental Disease, 193(4), 273-277.
  • Kuss D. J. (2013a). For the Horde! How Playing World of Warcraft Reflects our Participation in Popular Media Culture. Saarbrücken, Germany: LAP Lambert Academic Publishing.
  • Kuss, D. J. (2013b). Internet gaming addiction: current perspectives. Psychology Research and Behavior Management, 125-137.
  • Kuss, D. J., ve Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10(2), 278-296.
  • Lee, J. Y., Ko, D. W., ve Lee, H. (2019). Loneliness, regulatory focus, inter-personal competence, and online game addiction: A moderated mediation model. Internet Research, 29(2), 381-394.
  • Lemmens, J. S., Valkenburg, P. M. ve Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychol. 12, 77–95.
  • Leung, L (2004). Net-generation attributes and seductive properties of the internet as predictors of online activities and internet addiction. CyberPsychology & Behavior, 7(3), 333–348.
  • Li, T., & Guo, Y. (2022). Optimal control strategy of an online game addiction model with in complete recovery. Journal of Optimization Theory and Applications, 195(3), 780-807.
  • Novrialdy, E., ve Atyarizal, R. (2019). Online game addiction in adolescent: What should school counselor do?. Jurnal Konseling dan Pendidikan, 7(3), 97-103.
  • Özgür, H. (2019). Online Game Addiction among Turkish Adolescents: The Effect of Internet Parenting Style. Malaysian Online Journal of Educational Technology, 7(1), 47-68.
  • Panova, T., ve Carbonell, X. (2018). Is smartphone addiction really an addiction? Journal of Behavioral Addictions, 7(2), 252-259.
  • Park, S., ve Hwang, H. S. (2009). Understanding online game addiction: Connection between presence and flow. In International Conference on Human-Computer Interaction (pp. 378-386). Springer, Berlin, Heidelberg.
  • Paul, J., ve Criado, A. R. (2020). The art of writing literature review: What do we know and what do we need to know? International Business Review, 29(4), 101717.
  • Petry N. M, Rehbein F, Gentile D. A, Lemmens J. et al. (2014). An international consensus for assessing internet gaming disorder using the new DSM-5 approach. Addiction. 109:1399–1406.
  • Purnama, M. G., Azizah, O. T., & Asshadiq, S. J. (2018). Avoidingonline game addiction among youngsters. Bulletin of Social Informatics Theory and Application, 2(1), 34-38.
  • Rosenda-Rios, V., Trott, S., & Shukla, P. (2022). Systematic literature review online gaming addiction among children and young adults: A framework and research agenda. Addictive Behaviors(129), 1-11.
  • Safarina, N., ve Halimah, L. (2019). Self-control and online game addiction in early adult gamers. In Journal of Physics: Conference Series, IOP Publishing.
  • Schwarz, A. Mehta, M. Johnson, N. ve Chin, W. (2006). Understanding frameworks and reviews: a commentary to assist us in moving our field forward by analyzing our past. Database 38(3), 29–50
  • Semerci, Ö. U. ve Balcı, E. V. (2020). Lise öğrencilerinde dijital oyun bağımlılığı üzerine bir alan araştırması: Uşak örneği. Journal of Humanities and Tourism Research, 10 (3): 538-567.
  • Surbakti, T. P., Rafiyah, I., & Setiawan, S. (2022). Level Of Online Game Addiction On Adolescents. JNC, 5(3), 140-152.
  • Tiryaki, S. (2015). Sosyal medya ve Facebook bağımlılığı, Konya: Literatürk.
  • Tiryaki, S. ve Karakuş, M. (2019). ‘Sosyal medya bağımlılığı’, Sosyal medya çalışmaları kuram, söylem, pratik, Ed. Tuba Livberber- Salih Tiryaki, 133-154, Literatürk.
  • Triberti, S., Milani, L., Villani, D., Grumi, S., Peracchia, S., Curcio, G., ve Riva, G. (2018). What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases. Addictive Behaviors Reports, 8, 185-188.
  • Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, R. J., ve Van De Mheen, D. (2011). Online video game addiction: identification of addicted adolescent gamers. Addiction, 106(1), 205-212.
  • Weinstein, A. M. (2010). Computer and video game addiction—a comparison between game users and non-game users. The American Journal of Drug and Alcohol Abuse, 36(5), 268-276.
  • Wood, R. T. (2008). Problems with the concept of video game “addiction”: Some case study examples. International Journal of Mental Health and Addiction, 6(2), 169-178.
  • Xu, Z., Turel, O., ve Yuan, Y. (2012). Online game addiction among adolescents: motivation and prevention factors. European Journal of Information Systems, 21(3), 321-340.
  • Young, K,, Pistner, M. ve O’Mara J, (2000). Cyber-disorders: the mental health concern for the new millennium. Cyberpsychol Behav, 3, 475-479.
  • Young, K. (2009). Understanding online gaming addiction and treatment issues for adolescents. The American journal of family therapy, 37(5), 355-372.
  • Young, K. S. (1996). Pathological Internet use: A case that breaks the stereotype. Psychological Reports, 79, 899–902.
  • Young, K. S. (1998). Caught in the net: how to recognize the signs of Internet addiction—and a winning strategy for recovery. Wiley New York, 1–256.
  • Young, K. S. (1999). Internet addiction: Symptoms, evaluation, and treatment. In L. VandeCreek ve T. L. Jackson (Eds.), Innovations in clinical practice: A source book (Vol. 17, pp. 19–31). Sarasota, FL: Professional Resource Press.
  • Young, K. S., ve Case, C. J. (2004). Internet abuse in the workplace: New trends in risk management. CyberPsychology & Behavior, 7, 105–111

Online Game Addiction: A Literature Review on Problems and Solutions

Year 2023, , 274 - 279, 26.09.2023
https://doi.org/10.35365/ctjpp.23.3.10

Abstract

Online game addiction is among the biggest psychological and physiological disorders of today's technological world. Parallel to the development of computer and internet technologies, the change in the gaming industry and the fact that online games appeal to everyone without any age limit has brought many problems with it. One of them is online game addiction. Online game addiction refers to a process that includes various variables and it is very difficult to make a definitive diagnosis. Many studies have been carried out in order to understand online game addiction and to reveal the various variables that lie within it. In the study, existing studies were scanned with the literature review research method, and solutions were presented considering the problems and results.

References

  • Balcı, E. V. ve Tiryaki, S. (2018). Sanal Dünya ve Dijital Oyun Kültürü, Yeni Medyaya Yeni Yaklaşımlar R. Sine ve G. Sarı (Eds.), Literatürk, 11-43.
  • Blinka, L. ve Mikuška, J. (2014). The role of social motivation and sociability of gamers in online game addiction. Cyberpsychology, 8(2). 1-11
  • Brown, I. (1997). A theoretical model of the behavioural addictions - Applied to offending. In J. E. Hodge, M. McMurran ve C. R. Hollins (Eds.), Addicted to crime?. Chichester, UK: John Wiley, 13-65.
  • Chappell, D., Eatough, V., Davies, M. N., ve Griffiths, M. (2006). EverQuest—It’s just a computer game right? An interpretative phenomenological analysis of online gaming addiction. IJMHA, 4(3), 205-216.
  • Çavuş, S., Ayhan, B. ve Tuncer, M. (2016). Bilgisayar oyunları ve bağımlılık: Üniversite öğrencileri üzerine bir alan araştırması. İletişim Kuram ve Araştırma Dergisi, (43), 265-289.
  • Fisher, S. (1994). Identifying video game addiction in children and adolescents. Addictive Behaviors, 19(5), 545-553.
  • Freeman, C. B. (2008). Internet gaming addiction. The Journal for Nurse Practitioners, 4(1), 42-47.
  • Gentile, D. A. (2009). Pathological video game use among youth 8 to 18: A national study. Psychol Sci,, 20, 594-602.
  • Goodman, M. D. (1990). Addiction: Definition and implications. British Journal of Addictions, 85(11), 1403–1408.
  • Griffiths M. D. (2005). A 'components' model of addiction within a biopsychosocial framework. J. Subst. Abuse, 10(4), 191–197.
  • Griffiths M. D. (2013). Social networking addiction: Emerging themes and issues. J. Addict. Res. Ther., 4, 118.
  • Griffiths, M. D. (2000a) Internet addiction—Time to be taken seriously? Addiction Research, 8, 413–418.
  • Griffiths, M. D. (2000b). Does internet and computer “addiction” exist? Some case study evidence. CyberPsychology and Behavior, 3, 211–218.
  • Griffiths, M. D. (2010). Online video gaming: what should educational psychologists know?. Educational Psychology in Practice, 26(1), 35-40.
  • Griffiths, M. D. (2015). Online games, addiction and overuse of. The International Encyclopedia of Digital Communication and Society, 1-6.
  • Hazar, Z. (2019). An Analysis of the Relationship between Digital Game Playing Motivation and Digital Game Addiction among Children. Asian Journal of Education and Training, 5(1), 31-38.
  • Hellman, M., Schoenmakers, T. M., Nordstrom, B. R., ve Van Holst, R. J. (2013). Is there such a thing as online video game addiction? A cross-disciplinary review. Addiction Research & Theory, 21(2), 102-112.
  • Hew, J. J., Lee, W. H., T'ng, S. T., Tan, G. W., Ooi, K. B., & Dwivedi, Y. K. (2023). Are Online Mobile Gamers Really Happy? On the Suppressor Role of Online Game Addiction. Information Systems Frontiers.
  • Hussain, Z., Griffiths, M. D., ve Baguley, T. (2012). Online gaming addiction: Classification, prediction and associated risk factors. Addiction Research & Theory, 20(5), 359-371.
  • Irmak, A. Y., ve Erdogan, S. (2016). Digital game addiction among adolescents and young adults: A current overview. Turkish Journal of Psychiatry, 27(2), 1-10.
  • Jap, T., Tiatri, S., Jaya, E. S. ve Suteja, M. S. (2013). The development of Indonesian online game addiction questionnaire. PloS one, 8(4), e61098.
  • Jeong,E. J., D. J. Kim, D. M. Lee ve H. R. Lee (2016). A Study of Digital Game Addiction from Aggression, Loneliness and Depression Perspectives, 2016 49th Hawaii International Conference on System Sciences (HICSS), Koloa, HI, USA, 2016, pp. 3769-3780.
  • Karlsen F. A (2013). World of Excesses Online Games and Excessive Playing. Ashgate, UK: Farnham. Kiatsakaret, P., & Chen, K. Y. (2022). The Effect of Flow Experience on Online Game Addiction during the COVID-19 Pandemic: The Moderating Effect of Activity Passion. Sustainability, 14(19).
  • Kneer, J., Rieger, D., Ivory, J. D., ve Ferguson, C. (2014). Awareness of risk factors for digital game addiction: interviewing players and counselors. International Journal of Mental Health and Addiction, 12, 585-599. Knopf, J. W. (2006). Doing a literature review. PS: Political Science & Politics, 39(1), 127-132.
  • Ko, C. H., Yen, J. Y., Chen, C. C., Chen, S. H., ve Yen, C. F. (2005). Gender differences and related factors affecting online gaming addiction among Taiwanese adolescents. The Journal of Nervous and Mental Disease, 193(4), 273-277.
  • Kuss D. J. (2013a). For the Horde! How Playing World of Warcraft Reflects our Participation in Popular Media Culture. Saarbrücken, Germany: LAP Lambert Academic Publishing.
  • Kuss, D. J. (2013b). Internet gaming addiction: current perspectives. Psychology Research and Behavior Management, 125-137.
  • Kuss, D. J., ve Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10(2), 278-296.
  • Lee, J. Y., Ko, D. W., ve Lee, H. (2019). Loneliness, regulatory focus, inter-personal competence, and online game addiction: A moderated mediation model. Internet Research, 29(2), 381-394.
  • Lemmens, J. S., Valkenburg, P. M. ve Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychol. 12, 77–95.
  • Leung, L (2004). Net-generation attributes and seductive properties of the internet as predictors of online activities and internet addiction. CyberPsychology & Behavior, 7(3), 333–348.
  • Li, T., & Guo, Y. (2022). Optimal control strategy of an online game addiction model with in complete recovery. Journal of Optimization Theory and Applications, 195(3), 780-807.
  • Novrialdy, E., ve Atyarizal, R. (2019). Online game addiction in adolescent: What should school counselor do?. Jurnal Konseling dan Pendidikan, 7(3), 97-103.
  • Özgür, H. (2019). Online Game Addiction among Turkish Adolescents: The Effect of Internet Parenting Style. Malaysian Online Journal of Educational Technology, 7(1), 47-68.
  • Panova, T., ve Carbonell, X. (2018). Is smartphone addiction really an addiction? Journal of Behavioral Addictions, 7(2), 252-259.
  • Park, S., ve Hwang, H. S. (2009). Understanding online game addiction: Connection between presence and flow. In International Conference on Human-Computer Interaction (pp. 378-386). Springer, Berlin, Heidelberg.
  • Paul, J., ve Criado, A. R. (2020). The art of writing literature review: What do we know and what do we need to know? International Business Review, 29(4), 101717.
  • Petry N. M, Rehbein F, Gentile D. A, Lemmens J. et al. (2014). An international consensus for assessing internet gaming disorder using the new DSM-5 approach. Addiction. 109:1399–1406.
  • Purnama, M. G., Azizah, O. T., & Asshadiq, S. J. (2018). Avoidingonline game addiction among youngsters. Bulletin of Social Informatics Theory and Application, 2(1), 34-38.
  • Rosenda-Rios, V., Trott, S., & Shukla, P. (2022). Systematic literature review online gaming addiction among children and young adults: A framework and research agenda. Addictive Behaviors(129), 1-11.
  • Safarina, N., ve Halimah, L. (2019). Self-control and online game addiction in early adult gamers. In Journal of Physics: Conference Series, IOP Publishing.
  • Schwarz, A. Mehta, M. Johnson, N. ve Chin, W. (2006). Understanding frameworks and reviews: a commentary to assist us in moving our field forward by analyzing our past. Database 38(3), 29–50
  • Semerci, Ö. U. ve Balcı, E. V. (2020). Lise öğrencilerinde dijital oyun bağımlılığı üzerine bir alan araştırması: Uşak örneği. Journal of Humanities and Tourism Research, 10 (3): 538-567.
  • Surbakti, T. P., Rafiyah, I., & Setiawan, S. (2022). Level Of Online Game Addiction On Adolescents. JNC, 5(3), 140-152.
  • Tiryaki, S. (2015). Sosyal medya ve Facebook bağımlılığı, Konya: Literatürk.
  • Tiryaki, S. ve Karakuş, M. (2019). ‘Sosyal medya bağımlılığı’, Sosyal medya çalışmaları kuram, söylem, pratik, Ed. Tuba Livberber- Salih Tiryaki, 133-154, Literatürk.
  • Triberti, S., Milani, L., Villani, D., Grumi, S., Peracchia, S., Curcio, G., ve Riva, G. (2018). What matters is when you play: Investigating the relationship between online video games addiction and time spent playing over specific day phases. Addictive Behaviors Reports, 8, 185-188.
  • Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, R. J., ve Van De Mheen, D. (2011). Online video game addiction: identification of addicted adolescent gamers. Addiction, 106(1), 205-212.
  • Weinstein, A. M. (2010). Computer and video game addiction—a comparison between game users and non-game users. The American Journal of Drug and Alcohol Abuse, 36(5), 268-276.
  • Wood, R. T. (2008). Problems with the concept of video game “addiction”: Some case study examples. International Journal of Mental Health and Addiction, 6(2), 169-178.
  • Xu, Z., Turel, O., ve Yuan, Y. (2012). Online game addiction among adolescents: motivation and prevention factors. European Journal of Information Systems, 21(3), 321-340.
  • Young, K,, Pistner, M. ve O’Mara J, (2000). Cyber-disorders: the mental health concern for the new millennium. Cyberpsychol Behav, 3, 475-479.
  • Young, K. (2009). Understanding online gaming addiction and treatment issues for adolescents. The American journal of family therapy, 37(5), 355-372.
  • Young, K. S. (1996). Pathological Internet use: A case that breaks the stereotype. Psychological Reports, 79, 899–902.
  • Young, K. S. (1998). Caught in the net: how to recognize the signs of Internet addiction—and a winning strategy for recovery. Wiley New York, 1–256.
  • Young, K. S. (1999). Internet addiction: Symptoms, evaluation, and treatment. In L. VandeCreek ve T. L. Jackson (Eds.), Innovations in clinical practice: A source book (Vol. 17, pp. 19–31). Sarasota, FL: Professional Resource Press.
  • Young, K. S., ve Case, C. J. (2004). Internet abuse in the workplace: New trends in risk management. CyberPsychology & Behavior, 7, 105–111
There are 57 citations in total.

Details

Primary Language Turkish
Subjects Social Psychology
Journal Section Review
Authors

Melis Karakuş 0000-0002-5758-7792

Emre Vadi Balcı 0000-0002-9687-0849

Salih Tiryaki 0000-0002-0966-3359

Publication Date September 26, 2023
Acceptance Date September 6, 2023
Published in Issue Year 2023

Cite

APA Karakuş, M., Balcı, E. V., & Tiryaki, S. (2023). Online Oyun Bağımlılığı: Sorunlar ve Çözümler Üzerine Bir Literatür Taraması. Kıbrıs Türk Psikiyatri Ve Psikoloji Dergisi, 5(3), 274-279. https://doi.org/10.35365/ctjpp.23.3.10