Araştırma Makalesi
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DİJİTAL OYUN BAĞIMLILIĞI VE YAŞAM DOYUMU ARASINDAKİ İLİŞKİNİN İNCELENMESİ: DİJİTAL OYUNLAR OYUNCULARA DUYGUSAL DOYUM SAĞLAR

Yıl 2025, Cilt: 9 Sayı: 2, 266 - 288, 22.05.2025

Öz

Teknolojinin gelişmesi ve teknolojik cihazlara erişimin kolaylaşmasıyla birlikte çoğunluğu gençler ve genç yetişkinlerden oluşan geniş bir kitlenin dijital oyunlara yoğun ilgisinin olduğu görülmektedir. Dijital oyunlar, kişisel bilgisayarlar; oyun konsolları ya da cep telefonları olmak üzere birçok farklı teknolojik cihaz aracılığıyla oynanabilmektedir. Dünyada ve ülkemizde geniş bir kitle için popüler bir eğlence aracı olan dijital oyunların özellikle son yıllarda bazı bireylerin hayatında birtakım problemlere neden olduğu bilinmektedir. Bu araştırma sıklıkla teknolojik bağımlılıklar çerçevesinde incelenen dijital oyun bağımlılığının altında yatan nedenleri anlamayı ve dijital oyun bağımlılığı ile psikososyal boyutlarıyla birçok disiplini ilgilendiren bir kavram olarak öne çıkan yaşam doyumu arasındaki ilişkiyi incelemeyi amaçlamaktadır. Araştırmanın örneklemini 18-35 yaş arasında, haftada 28 saat ve üzerinde dijital oyun oynayan 248 üniversite öğrencisi oluşturmaktadır. Araştırmaya katılan katılımcılar son 6 aydır en az bir dijital oyun oynamaktadır ve en az bir kişisel bilgisayara ya da oyun konsoluna sahiptir. Araştırma nicel bir araştırma olup yöntem olarak ilişkisel tarama yöntemi tercih edilmiştir. Araştırmada 3 ayrı alt boyuttan oluşan üniversite öğrencileri için dijital oyun bağımlılığı ölçeği ve yetişkin yaşam doyumu ölçeği kullanılmıştır. Her iki ölçek likert tipi ölçektir. Araştırmanın sonunda dijital oyun bağımlılığı ile yaşam doyumu arasında doğrudan bir ilişki görülmemiştir. Ancak alt boyutlar arasında anlamlı bir ilişkinin olduğu görülmüştür. Araştırmada dijital oyun oynamanın katılımcıların yaşam doyumunu arttırdığı sonucuna ulaşılmıştır.

Etik Beyan

Bu çalışma Doğuş Üniversitesi Etik Kurulunun 2023/46 numaralı izni ile yürütülmüştür. Çalışmaya katılan tüm katılımcılardan bilgilendirilmiş gönüllü onam alınmıştır. Bu çalışmada araştırma etik ilkelerine uyulmuştur.

Destekleyen Kurum

Yoktur

Kaynakça

  • Altınok, M. (2021). Lise öğrencilerinin dijital bağımlılık ve yaşam doyumunun incelenmesi. Türk Eğitim Bilimleri Dergisi, 19(1), 262–291.
  • American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (5th ed.). American Psychiatric Publishing.
  • Baysan, Ç., Eş, A. Ç., & Tezer, M. (2019). Ergenlerin dijital oyun bağımlılığının okulda öznel iyi oluş açısından incelenmesi. Anadolu Psikiyatri Dergisi, 20, 17–20.
  • Berga, D., Pereda, A., De Filippi, E., Nandi, A., Febrer, E., Reverte, M., & Russo, L. (2023). Measuring arousal and stress physiology on Esports, a League of Legends case study. arXiv preprint arXiv:2302.14269.
  • Billieux, J., Chanal, J., Khazaal, Y., Rochat, L., Gay, P., Zullino, D., & Van der Linden, M. (2011). Psychological predictors of problematic involvement in massively multiplayer online role-playing games: Illustration in a sample of male cybercafe players. Psychopathology, 44(3), 165–171. https://doi.org/10.1159/000322525
  • Blasi, M. D., Giardina, A., Giordano, C., Coco, G. L., Tosto, C., Billieux, J., & Schimmenti, A. (2019). Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers. Journal of Behavioral Addictions, 8(1), 25–34. https://doi.org/10.1556/2006.8.2019.02
  • Bogost, I. (2010). Persuasive games: The expressive power of videogames. MIT Press.
  • Carroll, K. (1998). A cognitive-behavioral approach: Treating cocaine addiction (Vol. 1). National Institute on Drug Abuse.
  • Consalvo, M. (2009). Cheating: Gaining advantage in videogames. MIT Press.
  • Diener, E. (1984). Subjective well-being. Psychological Bulletin, 95(3), 542–575.
  • Drachen, A., Nacke, L. E., Yannakakis, G., & Pedersen, A. L. (2010). Psychophysiological correlations with gameplay experience dimensions. arXiv preprint arXiv:1004.0243.
  • Feng, W., Ramo, D. E., Chan, S. R., & Bourgeois, J. A. (2017). Internet gaming disorder: Trends in prevalence 1998–2016. Addictive Behaviors, 75, 17–24. https://doi.org/10.1016/j.addbeh.2017.06.010
  • Frasca, G. (2013). Simulation versus narrative: Introduction to ludology. In M. J. P. Wolf & B. Perron (Eds.), The video game theory reader (pp. 221–235). Routledge.
  • Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78. https://doi.org/10.1037/a0034857
  • Griffiths, M. D., Kuss, D. J., & Pontes, H. M. (2015). A brief overview of internet gaming disorder and its treatment. Australian Clinical Psychologist, 2(1), 20108.
  • Haybron, D. M. (2011). Taking the satisfaction (and the life) out of life satisfaction. Philosophical Explorations, 14(3), 249–262.
  • Heller, A. S., van Reekum, C. M., Schaefer, S. M., Lapate, R. C., Radler, B. T., Ryff, C. D., & Davidson, R. J. (2013). Sustained striatal activity predicts eudaimonic well-being and cortisol output. Psychological Science, 24(11), 2191–2200.
  • Hendriks, V. (1990). Addiction and psychopathology: A multidimensional approach to clinical practice. Jenkins, H. (2004). Game design as narrative architecture. Computer, 44(3), 118–130.
  • Jeong, E. J., Kim, D. J., & Lee, D. M. (2017). Why do some people become addicted to digital games more easily? A study of digital game addiction from a psychosocial health perspective. International Journal of Human–Computer Interaction, 33(3), 199–214.
  • Juul, J. (2011). Half-real: Video games between real rules and fictional worlds. MIT Press.
  • Kapteyn, A., Smith, J. P., & Van Soest, A. (2010). Life satisfaction. In E. Diener, D. Kahneman, & J. Helliwell (Eds.), International differences in well-being (pp. 70–104). Oxford University Press.
  • Kaptsis, D., King, D. L., Delfabbro, P. H., & Gradisar, M. (2016). Withdrawal symptoms in internet gaming disorder: A systematic review. Clinical Psychology Review, 43, 58–66.
  • Kardefelt-Winther, D. (2014). The moderating role of psychosocial well-being on the relationship between escapism and excessive online gaming. Computers in Human Behavior, 38, 68–74.
  • Khantzian, E. J. (2003). Understanding addictive vulnerability: An evolving psychodynamic perspective. Neuropsychoanalysis, 5(1), 5–21.
  • Kim, K., Ryu, E., Chon, M. Y., Yeun, E. J., Choi, S. Y., Seo, J. S., & Nam, B. W. (2006). Internet addiction in Korean adolescents and its relation to depression and suicidal ideation: A questionnaire survey. International Journal of Nursing Studies, 43(2), 185–192.
  • King, D. L., & Delfabbro, P. H. (2018). Internet gaming disorder: Theory, assessment, treatment, and prevention. Academic Press.
  • Kızılkaya, M. F., & Erol, F. Z. (2024). Üniversite öğrencilerinin dijital oyun bağımlılığı düzeylerinin incelenmesi. Batı Anadolu Eğitim Bilimleri Dergisi, 15(2), 987–1012.
  • Koepp, M. J., Gunn, R. N., Lawrence, A. D., Cunningham, V. J., Dagher, A., Jones, T., ... & Grasby, P. M. (1998). Evidence for striatal dopamine release during a video game. Nature, 393(6682), 266–268.
  • Kong, F., Hu, S., Wang, X., Song, Y., & Liu, J. (2015). Neural correlates of the happy life: The amplitude of spontaneous low frequency fluctuations predicts subjective well-being. NeuroImage, 107, 136–145.
  • Koral, F., & Alptekin, K. (2023). Dijital oyun bağımlılığı: Bir derleme çalışması. Karatay Sosyal Araştırmalar Dergisi, (11), 283–308.
  • Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10, 278–296.
  • Kuss, D. J., Louws, J., & Wiers, R. W. (2012). Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games. Cyberpsychology, Behavior, and Social Networking, 15(9), 480–485. Kuss, D., & Griffiths, M. (2014). Internet addiction in psychotherapy. Springer.
  • Kwak, H., Blackburn, J., & Han, S. (2015, April). Exploring cyberbullying and other toxic behavior in team competition online games. In Proceedings of the 33rd annual ACM conference on human factors in computing systems (pp. 3739–3748). https://doi.org/10.1145/2702123.2702529
  • Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011). Psychosocial causes and consequences of pathological gaming. Computers in Human Behavior, 27(1), 144–152 . MacNicol, B. (2017). The biology of addiction. Canadian Journal of Anesthesia/Journal canadien d'anesthésie, 64(2), 141–148.
  • Markey, P. M. (2016). The video game debate: Unravelling the physical, social, and psychological effects of digital games. American Journal of Play, 8(3), 404–406.
  • Nacke, L. E., & Lindley, C. A. (2010). Affective ludology, flow and immersion in a first-person shooter: Measurement of player experience. arXiv preprint arXiv:1004.0248.
  • Nieborg, D. B., & Poell, T. (2018). The platformization of cultural production: Theorizing the contingent cultural commodity. New Media & Society, 20(11), 4275–4292.
  • Palaus, M., Marron, E. M., Viejo-Sobera, R., & Redolar-Ripoll, D. (2017). Neural basis of video gaming: A systematic review. Frontiers in Human Neuroscience, 11, 231323. https://doi.org/10.3389/fnhum.2017.00248
  • Paul, C. A. (2018). The toxic meritocracy of video games: Why gaming culture is the worst. University of Minnesota Press.
  • Piaget, J. (1962). Play, dreams and imitation in childhood. Norton. (Orijinal eser: La formation du symbole chez l'enfant, 1945)
  • Robinson, C. L. (2008). An introduction to medievalist video games. In Medievalism in technology old and new (pp. 123–124).
  • Ruckenstein, M. (1991). Homo ludens: A study of the play element in culture. In Leisure and ethics (pp. 237–250).
  • Satılmış, S. E., Öntürk, Y., Özsoy, D., & Yaraş, A. (2023). Üniversite öğrencilerinin serbest zaman doyumu ve dijital oyun bağımlılık düzeyleri arasındaki ilişkinin incelenmesi. CBÜ Beden Eğitimi ve Spor Bilimleri Dergisi, 18(1), 1–15.
  • Shaw, A. (2015). Gaming at the edge: Sexuality and gender at the margins of gamer culture. University of Minnesota Press.
  • Sjöblom, M., & Hamari, J. (2017). Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in Human Behavior, 75, 985–996. https://doi.org/10.1016/j.chb.2016.10.019 Stan, F., Drăgoi, A. M., & Costea, R. V. (2020). The impact of socio-cultural factors in addiction comorbidities. Journal of Educational Sciences & Psychology, 10(2), 69–75.
  • Taylor, T. L. (2015). Raising the stakes: E-sports and the professionalization of computer gaming. MIT Press.
  • Teng, Z., Pontes, H. M., Nie, Q., Griffiths, M. D., & Guo, C. (2021). Depression and anxiety symptoms associated with internet gaming disorder before and during the COVID-19 pandemic: A longitudinal study. Journal of Behavioral Addictions, 10(1), 169–180. https://doi.org/10.1556/2006.2021.00016
  • Turel, O., He, Q., Wei, L., & Bechara, A. (2021). The role of the insula in internet gaming disorder. Addiction Biology, 26(2), e12894. https://doi.org/10.1111/adb.12894
  • Vygotsky, L. S., & Cole, M. (1978). Mind in society: Development of higher psychological processes. Harvard University Press.
  • Weinstein, A. M. (2017). An update overview on brain imaging studies of internet gaming disorder. Frontiers in Psychiatry, 8, 185. https://doi.org/10.3389/fpsyt.2017.00185
  • Wolf, M. J. (Ed.). (2007). The video game explosion: A history from PONG to PlayStation and beyond. Bloomsbury Publishing USA.
  • Yee, N. (2014). The Proteus paradox: How online games and virtual worlds change us—and how they don't. Yale University Press.
  • Zhang, G., Lin, Y., Jiang, Q., et al. (2024). The longitudinal relationship between depression, internet addiction and self-control during the repeated COVID-19 pandemics: A cross-lagged study among Chinese college students. Current Psychology, 43, 35759–35771. https://doi.org/10.1007/s12144-022-03637-3
  • Zhou, X., Liao, M., Gorowska, M., Chen, X., & Li, Y. (2024). Compliance and alternative behaviors of heavy gamers in adolescents to Chinese online gaming restriction policy. Journal of Behavioral Addictions, 13(2), 687–692.

EXAMINING THE EFFECT OF DIGITAL GAME ADDICTION ON LIFE SATISFACTION: DIGITAL GAMES PROVIDE EMOTIONAL SATISFACTION TO PLAYERS

Yıl 2025, Cilt: 9 Sayı: 2, 266 - 288, 22.05.2025

Öz

With the development of technology and the ease of access to technological devices, it is seen that a large audience, mostly young people and young adults, are intensely interested in digital games. Digital games can be played through various technological devices such as personal computers, game consoles or cell phones. It is known that digital games, which are a popular means of entertainment for a wide audience in the world and our country, have caused some problems in the lives of some individuals, especially in recent years. This study aims to understand the underlying causes of digital game addiction, which is often examined within the framework of technological addictions, and to examine the relationship between digital game addiction and life satisfaction, which stands out as a concept that concerns many disciplines with its psychosocial dimensions. The study sample consists of 248 university students aged 18-35 who play digital games for 28 hours or more per week. The participants have been playing at least one digital game for the last 6 months and own at least one personal computer or game console. The research is quantitative research, and the relational survey method was preferred as a method. In the study, the digital game addiction scale for university students consisted of 3 different sub-dimensions, and the adult life satisfaction scale was used. Both scales are Likert-type scales. At the end of the study, there was no direct relationship between digital game addiction and life satisfaction. However, it was observed that there was a significant relationship between the sub-dimensions. In the study, it was concluded that playing digital games increased the life satisfaction of the participants.

Etik Beyan

This study was conducted with the permission of the ethics committee of Doğuş University with the number 2023/46. Informed voluntary consent was obtained from all participants in the study. In this study, research ethical principles were complied with.

Destekleyen Kurum

There is no supporting institution.

Kaynakça

  • Altınok, M. (2021). Lise öğrencilerinin dijital bağımlılık ve yaşam doyumunun incelenmesi. Türk Eğitim Bilimleri Dergisi, 19(1), 262–291.
  • American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (5th ed.). American Psychiatric Publishing.
  • Baysan, Ç., Eş, A. Ç., & Tezer, M. (2019). Ergenlerin dijital oyun bağımlılığının okulda öznel iyi oluş açısından incelenmesi. Anadolu Psikiyatri Dergisi, 20, 17–20.
  • Berga, D., Pereda, A., De Filippi, E., Nandi, A., Febrer, E., Reverte, M., & Russo, L. (2023). Measuring arousal and stress physiology on Esports, a League of Legends case study. arXiv preprint arXiv:2302.14269.
  • Billieux, J., Chanal, J., Khazaal, Y., Rochat, L., Gay, P., Zullino, D., & Van der Linden, M. (2011). Psychological predictors of problematic involvement in massively multiplayer online role-playing games: Illustration in a sample of male cybercafe players. Psychopathology, 44(3), 165–171. https://doi.org/10.1159/000322525
  • Blasi, M. D., Giardina, A., Giordano, C., Coco, G. L., Tosto, C., Billieux, J., & Schimmenti, A. (2019). Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers. Journal of Behavioral Addictions, 8(1), 25–34. https://doi.org/10.1556/2006.8.2019.02
  • Bogost, I. (2010). Persuasive games: The expressive power of videogames. MIT Press.
  • Carroll, K. (1998). A cognitive-behavioral approach: Treating cocaine addiction (Vol. 1). National Institute on Drug Abuse.
  • Consalvo, M. (2009). Cheating: Gaining advantage in videogames. MIT Press.
  • Diener, E. (1984). Subjective well-being. Psychological Bulletin, 95(3), 542–575.
  • Drachen, A., Nacke, L. E., Yannakakis, G., & Pedersen, A. L. (2010). Psychophysiological correlations with gameplay experience dimensions. arXiv preprint arXiv:1004.0243.
  • Feng, W., Ramo, D. E., Chan, S. R., & Bourgeois, J. A. (2017). Internet gaming disorder: Trends in prevalence 1998–2016. Addictive Behaviors, 75, 17–24. https://doi.org/10.1016/j.addbeh.2017.06.010
  • Frasca, G. (2013). Simulation versus narrative: Introduction to ludology. In M. J. P. Wolf & B. Perron (Eds.), The video game theory reader (pp. 221–235). Routledge.
  • Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78. https://doi.org/10.1037/a0034857
  • Griffiths, M. D., Kuss, D. J., & Pontes, H. M. (2015). A brief overview of internet gaming disorder and its treatment. Australian Clinical Psychologist, 2(1), 20108.
  • Haybron, D. M. (2011). Taking the satisfaction (and the life) out of life satisfaction. Philosophical Explorations, 14(3), 249–262.
  • Heller, A. S., van Reekum, C. M., Schaefer, S. M., Lapate, R. C., Radler, B. T., Ryff, C. D., & Davidson, R. J. (2013). Sustained striatal activity predicts eudaimonic well-being and cortisol output. Psychological Science, 24(11), 2191–2200.
  • Hendriks, V. (1990). Addiction and psychopathology: A multidimensional approach to clinical practice. Jenkins, H. (2004). Game design as narrative architecture. Computer, 44(3), 118–130.
  • Jeong, E. J., Kim, D. J., & Lee, D. M. (2017). Why do some people become addicted to digital games more easily? A study of digital game addiction from a psychosocial health perspective. International Journal of Human–Computer Interaction, 33(3), 199–214.
  • Juul, J. (2011). Half-real: Video games between real rules and fictional worlds. MIT Press.
  • Kapteyn, A., Smith, J. P., & Van Soest, A. (2010). Life satisfaction. In E. Diener, D. Kahneman, & J. Helliwell (Eds.), International differences in well-being (pp. 70–104). Oxford University Press.
  • Kaptsis, D., King, D. L., Delfabbro, P. H., & Gradisar, M. (2016). Withdrawal symptoms in internet gaming disorder: A systematic review. Clinical Psychology Review, 43, 58–66.
  • Kardefelt-Winther, D. (2014). The moderating role of psychosocial well-being on the relationship between escapism and excessive online gaming. Computers in Human Behavior, 38, 68–74.
  • Khantzian, E. J. (2003). Understanding addictive vulnerability: An evolving psychodynamic perspective. Neuropsychoanalysis, 5(1), 5–21.
  • Kim, K., Ryu, E., Chon, M. Y., Yeun, E. J., Choi, S. Y., Seo, J. S., & Nam, B. W. (2006). Internet addiction in Korean adolescents and its relation to depression and suicidal ideation: A questionnaire survey. International Journal of Nursing Studies, 43(2), 185–192.
  • King, D. L., & Delfabbro, P. H. (2018). Internet gaming disorder: Theory, assessment, treatment, and prevention. Academic Press.
  • Kızılkaya, M. F., & Erol, F. Z. (2024). Üniversite öğrencilerinin dijital oyun bağımlılığı düzeylerinin incelenmesi. Batı Anadolu Eğitim Bilimleri Dergisi, 15(2), 987–1012.
  • Koepp, M. J., Gunn, R. N., Lawrence, A. D., Cunningham, V. J., Dagher, A., Jones, T., ... & Grasby, P. M. (1998). Evidence for striatal dopamine release during a video game. Nature, 393(6682), 266–268.
  • Kong, F., Hu, S., Wang, X., Song, Y., & Liu, J. (2015). Neural correlates of the happy life: The amplitude of spontaneous low frequency fluctuations predicts subjective well-being. NeuroImage, 107, 136–145.
  • Koral, F., & Alptekin, K. (2023). Dijital oyun bağımlılığı: Bir derleme çalışması. Karatay Sosyal Araştırmalar Dergisi, (11), 283–308.
  • Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10, 278–296.
  • Kuss, D. J., Louws, J., & Wiers, R. W. (2012). Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games. Cyberpsychology, Behavior, and Social Networking, 15(9), 480–485. Kuss, D., & Griffiths, M. (2014). Internet addiction in psychotherapy. Springer.
  • Kwak, H., Blackburn, J., & Han, S. (2015, April). Exploring cyberbullying and other toxic behavior in team competition online games. In Proceedings of the 33rd annual ACM conference on human factors in computing systems (pp. 3739–3748). https://doi.org/10.1145/2702123.2702529
  • Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011). Psychosocial causes and consequences of pathological gaming. Computers in Human Behavior, 27(1), 144–152 . MacNicol, B. (2017). The biology of addiction. Canadian Journal of Anesthesia/Journal canadien d'anesthésie, 64(2), 141–148.
  • Markey, P. M. (2016). The video game debate: Unravelling the physical, social, and psychological effects of digital games. American Journal of Play, 8(3), 404–406.
  • Nacke, L. E., & Lindley, C. A. (2010). Affective ludology, flow and immersion in a first-person shooter: Measurement of player experience. arXiv preprint arXiv:1004.0248.
  • Nieborg, D. B., & Poell, T. (2018). The platformization of cultural production: Theorizing the contingent cultural commodity. New Media & Society, 20(11), 4275–4292.
  • Palaus, M., Marron, E. M., Viejo-Sobera, R., & Redolar-Ripoll, D. (2017). Neural basis of video gaming: A systematic review. Frontiers in Human Neuroscience, 11, 231323. https://doi.org/10.3389/fnhum.2017.00248
  • Paul, C. A. (2018). The toxic meritocracy of video games: Why gaming culture is the worst. University of Minnesota Press.
  • Piaget, J. (1962). Play, dreams and imitation in childhood. Norton. (Orijinal eser: La formation du symbole chez l'enfant, 1945)
  • Robinson, C. L. (2008). An introduction to medievalist video games. In Medievalism in technology old and new (pp. 123–124).
  • Ruckenstein, M. (1991). Homo ludens: A study of the play element in culture. In Leisure and ethics (pp. 237–250).
  • Satılmış, S. E., Öntürk, Y., Özsoy, D., & Yaraş, A. (2023). Üniversite öğrencilerinin serbest zaman doyumu ve dijital oyun bağımlılık düzeyleri arasındaki ilişkinin incelenmesi. CBÜ Beden Eğitimi ve Spor Bilimleri Dergisi, 18(1), 1–15.
  • Shaw, A. (2015). Gaming at the edge: Sexuality and gender at the margins of gamer culture. University of Minnesota Press.
  • Sjöblom, M., & Hamari, J. (2017). Why do people watch others play video games? An empirical study on the motivations of Twitch users. Computers in Human Behavior, 75, 985–996. https://doi.org/10.1016/j.chb.2016.10.019 Stan, F., Drăgoi, A. M., & Costea, R. V. (2020). The impact of socio-cultural factors in addiction comorbidities. Journal of Educational Sciences & Psychology, 10(2), 69–75.
  • Taylor, T. L. (2015). Raising the stakes: E-sports and the professionalization of computer gaming. MIT Press.
  • Teng, Z., Pontes, H. M., Nie, Q., Griffiths, M. D., & Guo, C. (2021). Depression and anxiety symptoms associated with internet gaming disorder before and during the COVID-19 pandemic: A longitudinal study. Journal of Behavioral Addictions, 10(1), 169–180. https://doi.org/10.1556/2006.2021.00016
  • Turel, O., He, Q., Wei, L., & Bechara, A. (2021). The role of the insula in internet gaming disorder. Addiction Biology, 26(2), e12894. https://doi.org/10.1111/adb.12894
  • Vygotsky, L. S., & Cole, M. (1978). Mind in society: Development of higher psychological processes. Harvard University Press.
  • Weinstein, A. M. (2017). An update overview on brain imaging studies of internet gaming disorder. Frontiers in Psychiatry, 8, 185. https://doi.org/10.3389/fpsyt.2017.00185
  • Wolf, M. J. (Ed.). (2007). The video game explosion: A history from PONG to PlayStation and beyond. Bloomsbury Publishing USA.
  • Yee, N. (2014). The Proteus paradox: How online games and virtual worlds change us—and how they don't. Yale University Press.
  • Zhang, G., Lin, Y., Jiang, Q., et al. (2024). The longitudinal relationship between depression, internet addiction and self-control during the repeated COVID-19 pandemics: A cross-lagged study among Chinese college students. Current Psychology, 43, 35759–35771. https://doi.org/10.1007/s12144-022-03637-3
  • Zhou, X., Liao, M., Gorowska, M., Chen, X., & Li, Y. (2024). Compliance and alternative behaviors of heavy gamers in adolescents to Chinese online gaming restriction policy. Journal of Behavioral Addictions, 13(2), 687–692.
Toplam 54 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular İletişim ve Medya Çalışmaları (Diğer)
Bölüm Araştırma Makalesi
Yazarlar

Yunus Emre Öksüz 0000-0002-2952-3759

Gözde Masatcıoğlu 0000-0003-3457-3539

Gönderilme Tarihi 17 Aralık 2024
Kabul Tarihi 15 Nisan 2025
Yayımlanma Tarihi 22 Mayıs 2025
Yayımlandığı Sayı Yıl 2025 Cilt: 9 Sayı: 2

Kaynak Göster

APA Öksüz, Y. E., & Masatcıoğlu, G. (2025). EXAMINING THE EFFECT OF DIGITAL GAME ADDICTION ON LIFE SATISFACTION: DIGITAL GAMES PROVIDE EMOTIONAL SATISFACTION TO PLAYERS. Yeni Medya Elektronik Dergisi, 9(2), 266-288.


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