The study focuses on exploring the effects of three variables — gender, age, and gamification user types — on digital game addiction. The study enrolled a total of 422 first-year students – freshman- of a Turkish university in the Fall semester of the 2018–2019. The study employed two scales: The Turkish version of the “Gamification User Types Hexad Scale” (GUTHS) and the “Computer Game Addiction Scale” (CGAS). Data were analyzed by means of hierarchical regression analysis. In the first model, gender was found to be a significant predictor of digital game addiction. In the second model it was found that gender and being a “philanthropist” or a “player” according to the GUTHS were the significant predictors of digital game addiction. Being a male and being a “player” positively predicted digital game addition whereas being a “philanthropist” negatively predicted digital game addiction. In brief, males and “players” are more prone to digital game addiction than females and “philanthropists.”. Further research is needed to investigate the persistence or variation of these profiles in people, the sub-variables associated or not associated with game addiction, the relationship of these variables with gaming addiction and positive psychological factors such as socialization, and the impact of career or other environmental variables on these relationships.
Akgün, Ö. E., & Topal, M. (2018). Adaptation of the Gamification User Types Hexad Scale into Turkish. International Journal of Assessment Tools in Education, 5(3), 389-402. https://dx.doi.org/10.21449/ijate.379139
Ayas, T., Çakır, Ö., & Horzum, M. B. (2011). Ergenler İçin Bilgisayar Bağımlılığı Ölçeği [Computer Addiction Scale for Adolescents]. Kastamonu Eğitim Dergisi, 19(2), 439-448. https://dergipark.org.tr/en/download/article-file/817448
Barnett, J., & Coulson, M. (2010). Virtually real: A psychological perspective on massively multiplayer online games. Review of General Psychology, 14(2), 167-179. https://doi.org/10.1037/a0019442
Batthyány, D., Müller, K. W., Benker, F., & Wölfling, K. (2009). Computer game playing: clinical characteristics of dependence and abuse among adolescents. Wiener Klinische Wochenschrift, 121, 502-509. https://doi.org/10.1007/s00508-009-1198-3
Billieux, J., Van der Linden, M., Achab, S., Khazaal, Y., Paraskevopoulos, L., Zullino, D., & Thorens, G. (2013). Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth. Computers in Human Behavior, 29(1), 103-109. https://doi.org/10.1016/j.chb.2012.07.021
Çakir, Ö., Ayas. T., & Horzum, M. B. (2011). An investigation of university students’ internet and game addiction with respect to several variables. Ankara University Journal of Faculty of Educational Sciences (JFES), 44(2), 95-118. https://doi.org/10.1501/Egifak_0000001226
Chou, C., & Tsai, M. J. (2007). Gender differences in Taiwan high school students’ computer game playing. Computers in human behavior, 23(1), 812-824. https://doi.org/10.1016/j.chb.2004.11.011
Chou, T. J., & Ting, C. C. (2003). The role of flow experience in cyber-game addiction. CyberPsychology & Behavior, 6(6), 663-675. https://doi.org/10.1089/109493103322725469
Dindar, M., & Akbulut, Y. (2014). Motivational characteristics of Turkish MMORPG players. Computers in Human Behavior, 33, 119-125. https://doi.org/10.1016/j.chb.2014.01.016
Dring, C. (2020). What is happening with digital game sales during coronavirus: GamesIndustry.biz analyses the latest figures from GSD. https://www.gamesindustry.biz/articles/2020-03-28-what-is-happening-with-video-game-sales-during-coronavirus
Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). Building an MMO with mass appeal: A look at gameplay in World of Warcraft. Games and Culture, 1(4), 281-317. https://dx.doi.org/10.1177/1555412006292613
ESA. (2019). Entertainment Software Association. Essential Facts About The Computer and Video-Game Industry. https://www.theesa.com/esa-research/2019-essential-facts-about-the-computer-and-video-game-industry/
Ghuman, D., & Griffiths, M. (2012). A cross-genre study of online gaming: Player demographics, motivation for play, and social interactions among players. International Journal of Cyber Behavior, Psychology and Learning (IJCBPL), 2(1), 13-29. https://dx.doi.org/10.4018/ijcbpl.2012010102
Greenberg, B. S., Sherry, J., Lachlan, K., Lucas, K., & Holmstrom, A. (2010). Orientations to video games among gender and age groups. Simulation & Gaming, 41(2), 238-259. https://dx.doi.org/10.1177/1046878108319930
Griffiths, M., Kuss, D., & King, D. (2012). Video game addiction: Past, present and future. Current Psychiatry Reviews, 8(4), 308-318. https://doi.org/10.2174/157340012803520414
Han, D. H., Hwang, J. W., & Renshaw, P. F. (2010). Bupropion sustained release treatment decreases craving for video games and cue-induced brain activity in patients with Internet video game addiction. Experimental and Clinical Psychopharmacology, 18(4), 297–304. https://doi.org/10.1037/a0020023
Hsu, S. H., Wen, M. H., & Wu, M. C. (2009). Exploring user experiences as predictors of MMORPG addiction. Computers & Education, 53(3), 990-999. https://doi.org/10.1016/j.compedu.2009.05.016
Hussain, Z., Williams, G. A., & Griffiths, M. D. (2015). An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games. Computers in Human Behavior, 50, 221-230. https://doi.org/10.1016/j.chb.2015.03.075
Kim, D. J., Kim, K., Lee, H. W., Hong, J. P., Cho, M. J., Fava, M., ... & Jeon, H. J. (2017). Internet game addiction, depression, and escape from negative emotions in adulthood: a nationwide community sample of Korea. The Journal of nervous and mental disease, 205(7), 568-573. https://dx.doi.org/10.1097/NMD.0000000000000698
Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2008). The relationship between online game addiction and aggression, self-control and narcissistic personality traits. European psychiatry, 23(3), 212-218. https://doi.org/10.1016/j.eurpsy.2007.10.010
King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2013). Trajectories of problem video gaming among adult regular gamers: an 18-month longitudinal study. Cyberpsychology, behavior, and social networking, 16(1), 72-76. https://doi.org/10.1089/cyber.2012.0062
Ko, C. H., Liu, G. C., Hsiao, S., Yen, J. Y., Yang, M. J., Lin, W. C., ... & Chen, C. S. (2009). Brain activities associated with gaming urge of online gaming addiction. Journal of psychiatric research, 43(7), 739-747. https://doi.org/10.1016/j.jpsychires.2008.09.012
Kubey, R. W., Lavin, M. J., & Barrows, J. R. (2001). Internet use and collegiate academic performance decrements: Early findings. Journal of communication, 51(2), 366-382. https://doi.org/10.1111/j.1460-2466.2001.tb02885.x
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. https://doi.org/10.1007/s11469-011-9318-5
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. https://doi.org/10.1089/cyber.2012.0034
Lehenbauer-Baum, M., Klaps, A., Kovacovsky, Z., Witzmann, K., Zahlbruckner, R., & Stetina, B. U. (2015). Addiction and engagement: An explorative study toward classification criteria for internet gaming disorder. Cyberpsychology, Behavior, and Social Networking, 18(6), 343-349. https://doi.org/10.1089/cyber.2015.0063
Lemola, S., Brand, S., Vogler, N., Perkinson-Gloor, N., Allemand, M., & Grob, A. (2011). Habitual computer game playing at night is related to depressive symptoms. Personality and individual differences, 51(2), 117-122. https://doi.org/10.1016/j.paid.2011.03.024
Marczewski A. C. (2015). User types. In Even ninja monkeys like to play: Gamification, Game Thinking and Motivational Design. A.C. Marczewski (Ed.) (pp. 65-80) CreateSpace Independent Publishing Platform.
Ng, B. D., & Wiemer-Hastings (2005). Addiction to the Internet and online gaming. CyberPsychology & Behaviour, 8(2), 110-113. https://doi.org/10.1089/cpb.2005.8.110
Pala, F. K., & Erdem, M. (2011). Dijital oyun tercihi ve oyun tercih nedeni ile Cinsiyet, sinif düzeyi ve öğrenme stili arasindaki ilişkiler üzerine bir çalişma. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi, 12(2), 53-71. https://dergipark.org.tr/en/pub/kefad/issue/59495/855160
Perez, M. (2020). Digital games are being played at record levels as the coronavirus keeps people indoors. https://www.forbes.com/sites/mattperez/2020/03/16/video-games-arebeing-played-at-record-levels-as-the-coronavirus-keepspeople-indoors/#70eb644e57ba
Rau, P. L. P., Peng, S. Y., & Yang, C. C. (2006). Time distortion for expert and novice online game players. CyberPsychology & Behavior, 9(4), 396-403. https://doi.org/10.1089/cpb.2006.9.396
Rehbein, F., Staudt, A., Hanslmaier, M., & Kliem, S. (2016). Video game playing in the general adult population of Germany: Can higher gaming time of males be explained by gender specific genre preferences? Computers in human behavior, 55, 729-735. https://doi.org/10.1016/j.chb.2015.10.016
Toker, S., & Baturay, M. H. (2016). Antecedents and consequences of game addiction. Computers in Human Behavior, 55, 668-679. https://doi.org/10.1016/j.chb.2015.10.002
Tondello, G. F., Wehbe, R. R., Diamond, L., Busch, M., Marczewski, A., & Nacke, L. E. (2016). The gamification user types Hexad scale. CHI PLAY 2016-Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 229–243.
Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, R. J., & Van De Mheen, D. (2011). Online video game addiction: identification of addicted adolescent gamers. addiction, 106(1), 205-212. https://doi.org/10.1111/j.1360-0443.2010.03104.x
Vollmer, C., Randler, C., Horzum, M. B., & Ayas, T. (2014). Computer game addiction in adolescents and its relationship to chronotype and personality. Sage Open, 4(1), 2158244013518054. https://dx.doi.org/10.1177/2158244013518054
Wei, H., & Chen, M. Huang, P., & Bai, Y. (2012). The association between online gaming, social phobia, and depression: An Internet survey. BMC Psychiatry, 28, 12-92. https://doi.org/10.1186/1471-244X-12-92
Wijman, T. (2018). Newzoo’s 2018 Report: Insights Into the $137.9 Billion Global Games Market. https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/
Wood, R. T., Griffiths, M. D., & Parke, J. (2007). Acquisition, development, and maintenance of online poker playing in a student sample. Cyberpsychology & behavior, 10(3), 354-361. https://doi.org/10.1089/cpb.2006.9944
Wood, R. T., & Griffiths, M. D. (2007). A qualitative investigation of problem gambling as an escape‐based coping strategy. Psychology and Psychotherapy: theory, research and practice, 80(1), 107-125. https://doi.org/10.1348/147608306X107881
Wood, R. T., Gupta, R., Derevensky, J. L., & Griffiths, M. (2004). Video game playing and gambling in adolescents: Common risk factors. Journal of Child & Adolescent Substance Abuse, 14(1), 77-100. https://doi.org/10.1300/J029v14n01_05
Young, K. (2009). Understanding online gaming addiction and treatment issues for adolescents. The American journal of family therapy, 37(5), 355-372. https://doi.org/10.1080/01926180902942191
Akgün, Ö. E., & Topal, M. (2018). Adaptation of the Gamification User Types Hexad Scale into Turkish. International Journal of Assessment Tools in Education, 5(3), 389-402. https://dx.doi.org/10.21449/ijate.379139
Ayas, T., Çakır, Ö., & Horzum, M. B. (2011). Ergenler İçin Bilgisayar Bağımlılığı Ölçeği [Computer Addiction Scale for Adolescents]. Kastamonu Eğitim Dergisi, 19(2), 439-448. https://dergipark.org.tr/en/download/article-file/817448
Barnett, J., & Coulson, M. (2010). Virtually real: A psychological perspective on massively multiplayer online games. Review of General Psychology, 14(2), 167-179. https://doi.org/10.1037/a0019442
Batthyány, D., Müller, K. W., Benker, F., & Wölfling, K. (2009). Computer game playing: clinical characteristics of dependence and abuse among adolescents. Wiener Klinische Wochenschrift, 121, 502-509. https://doi.org/10.1007/s00508-009-1198-3
Billieux, J., Van der Linden, M., Achab, S., Khazaal, Y., Paraskevopoulos, L., Zullino, D., & Thorens, G. (2013). Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth. Computers in Human Behavior, 29(1), 103-109. https://doi.org/10.1016/j.chb.2012.07.021
Çakir, Ö., Ayas. T., & Horzum, M. B. (2011). An investigation of university students’ internet and game addiction with respect to several variables. Ankara University Journal of Faculty of Educational Sciences (JFES), 44(2), 95-118. https://doi.org/10.1501/Egifak_0000001226
Chou, C., & Tsai, M. J. (2007). Gender differences in Taiwan high school students’ computer game playing. Computers in human behavior, 23(1), 812-824. https://doi.org/10.1016/j.chb.2004.11.011
Chou, T. J., & Ting, C. C. (2003). The role of flow experience in cyber-game addiction. CyberPsychology & Behavior, 6(6), 663-675. https://doi.org/10.1089/109493103322725469
Dindar, M., & Akbulut, Y. (2014). Motivational characteristics of Turkish MMORPG players. Computers in Human Behavior, 33, 119-125. https://doi.org/10.1016/j.chb.2014.01.016
Dring, C. (2020). What is happening with digital game sales during coronavirus: GamesIndustry.biz analyses the latest figures from GSD. https://www.gamesindustry.biz/articles/2020-03-28-what-is-happening-with-video-game-sales-during-coronavirus
Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). Building an MMO with mass appeal: A look at gameplay in World of Warcraft. Games and Culture, 1(4), 281-317. https://dx.doi.org/10.1177/1555412006292613
ESA. (2019). Entertainment Software Association. Essential Facts About The Computer and Video-Game Industry. https://www.theesa.com/esa-research/2019-essential-facts-about-the-computer-and-video-game-industry/
Ghuman, D., & Griffiths, M. (2012). A cross-genre study of online gaming: Player demographics, motivation for play, and social interactions among players. International Journal of Cyber Behavior, Psychology and Learning (IJCBPL), 2(1), 13-29. https://dx.doi.org/10.4018/ijcbpl.2012010102
Greenberg, B. S., Sherry, J., Lachlan, K., Lucas, K., & Holmstrom, A. (2010). Orientations to video games among gender and age groups. Simulation & Gaming, 41(2), 238-259. https://dx.doi.org/10.1177/1046878108319930
Griffiths, M., Kuss, D., & King, D. (2012). Video game addiction: Past, present and future. Current Psychiatry Reviews, 8(4), 308-318. https://doi.org/10.2174/157340012803520414
Han, D. H., Hwang, J. W., & Renshaw, P. F. (2010). Bupropion sustained release treatment decreases craving for video games and cue-induced brain activity in patients with Internet video game addiction. Experimental and Clinical Psychopharmacology, 18(4), 297–304. https://doi.org/10.1037/a0020023
Hsu, S. H., Wen, M. H., & Wu, M. C. (2009). Exploring user experiences as predictors of MMORPG addiction. Computers & Education, 53(3), 990-999. https://doi.org/10.1016/j.compedu.2009.05.016
Hussain, Z., Williams, G. A., & Griffiths, M. D. (2015). An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games. Computers in Human Behavior, 50, 221-230. https://doi.org/10.1016/j.chb.2015.03.075
Kim, D. J., Kim, K., Lee, H. W., Hong, J. P., Cho, M. J., Fava, M., ... & Jeon, H. J. (2017). Internet game addiction, depression, and escape from negative emotions in adulthood: a nationwide community sample of Korea. The Journal of nervous and mental disease, 205(7), 568-573. https://dx.doi.org/10.1097/NMD.0000000000000698
Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2008). The relationship between online game addiction and aggression, self-control and narcissistic personality traits. European psychiatry, 23(3), 212-218. https://doi.org/10.1016/j.eurpsy.2007.10.010
King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2013). Trajectories of problem video gaming among adult regular gamers: an 18-month longitudinal study. Cyberpsychology, behavior, and social networking, 16(1), 72-76. https://doi.org/10.1089/cyber.2012.0062
Ko, C. H., Liu, G. C., Hsiao, S., Yen, J. Y., Yang, M. J., Lin, W. C., ... & Chen, C. S. (2009). Brain activities associated with gaming urge of online gaming addiction. Journal of psychiatric research, 43(7), 739-747. https://doi.org/10.1016/j.jpsychires.2008.09.012
Kubey, R. W., Lavin, M. J., & Barrows, J. R. (2001). Internet use and collegiate academic performance decrements: Early findings. Journal of communication, 51(2), 366-382. https://doi.org/10.1111/j.1460-2466.2001.tb02885.x
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. https://doi.org/10.1007/s11469-011-9318-5
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. https://doi.org/10.1089/cyber.2012.0034
Lehenbauer-Baum, M., Klaps, A., Kovacovsky, Z., Witzmann, K., Zahlbruckner, R., & Stetina, B. U. (2015). Addiction and engagement: An explorative study toward classification criteria for internet gaming disorder. Cyberpsychology, Behavior, and Social Networking, 18(6), 343-349. https://doi.org/10.1089/cyber.2015.0063
Lemola, S., Brand, S., Vogler, N., Perkinson-Gloor, N., Allemand, M., & Grob, A. (2011). Habitual computer game playing at night is related to depressive symptoms. Personality and individual differences, 51(2), 117-122. https://doi.org/10.1016/j.paid.2011.03.024
Marczewski A. C. (2015). User types. In Even ninja monkeys like to play: Gamification, Game Thinking and Motivational Design. A.C. Marczewski (Ed.) (pp. 65-80) CreateSpace Independent Publishing Platform.
Ng, B. D., & Wiemer-Hastings (2005). Addiction to the Internet and online gaming. CyberPsychology & Behaviour, 8(2), 110-113. https://doi.org/10.1089/cpb.2005.8.110
Pala, F. K., & Erdem, M. (2011). Dijital oyun tercihi ve oyun tercih nedeni ile Cinsiyet, sinif düzeyi ve öğrenme stili arasindaki ilişkiler üzerine bir çalişma. Ahi Evran Üniversitesi Kırşehir Eğitim Fakültesi Dergisi, 12(2), 53-71. https://dergipark.org.tr/en/pub/kefad/issue/59495/855160
Perez, M. (2020). Digital games are being played at record levels as the coronavirus keeps people indoors. https://www.forbes.com/sites/mattperez/2020/03/16/video-games-arebeing-played-at-record-levels-as-the-coronavirus-keepspeople-indoors/#70eb644e57ba
Rau, P. L. P., Peng, S. Y., & Yang, C. C. (2006). Time distortion for expert and novice online game players. CyberPsychology & Behavior, 9(4), 396-403. https://doi.org/10.1089/cpb.2006.9.396
Rehbein, F., Staudt, A., Hanslmaier, M., & Kliem, S. (2016). Video game playing in the general adult population of Germany: Can higher gaming time of males be explained by gender specific genre preferences? Computers in human behavior, 55, 729-735. https://doi.org/10.1016/j.chb.2015.10.016
Toker, S., & Baturay, M. H. (2016). Antecedents and consequences of game addiction. Computers in Human Behavior, 55, 668-679. https://doi.org/10.1016/j.chb.2015.10.002
Tondello, G. F., Wehbe, R. R., Diamond, L., Busch, M., Marczewski, A., & Nacke, L. E. (2016). The gamification user types Hexad scale. CHI PLAY 2016-Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 229–243.
Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., Van Den Eijnden, R. J., & Van De Mheen, D. (2011). Online video game addiction: identification of addicted adolescent gamers. addiction, 106(1), 205-212. https://doi.org/10.1111/j.1360-0443.2010.03104.x
Vollmer, C., Randler, C., Horzum, M. B., & Ayas, T. (2014). Computer game addiction in adolescents and its relationship to chronotype and personality. Sage Open, 4(1), 2158244013518054. https://dx.doi.org/10.1177/2158244013518054
Wei, H., & Chen, M. Huang, P., & Bai, Y. (2012). The association between online gaming, social phobia, and depression: An Internet survey. BMC Psychiatry, 28, 12-92. https://doi.org/10.1186/1471-244X-12-92
Wijman, T. (2018). Newzoo’s 2018 Report: Insights Into the $137.9 Billion Global Games Market. https://newzoo.com/insights/articles/newzoos-2018-report-insights-into-the-137-9-billion-global-games-market/
Wood, R. T., Griffiths, M. D., & Parke, J. (2007). Acquisition, development, and maintenance of online poker playing in a student sample. Cyberpsychology & behavior, 10(3), 354-361. https://doi.org/10.1089/cpb.2006.9944
Wood, R. T., & Griffiths, M. D. (2007). A qualitative investigation of problem gambling as an escape‐based coping strategy. Psychology and Psychotherapy: theory, research and practice, 80(1), 107-125. https://doi.org/10.1348/147608306X107881
Wood, R. T., Gupta, R., Derevensky, J. L., & Griffiths, M. (2004). Video game playing and gambling in adolescents: Common risk factors. Journal of Child & Adolescent Substance Abuse, 14(1), 77-100. https://doi.org/10.1300/J029v14n01_05
Young, K. (2009). Understanding online gaming addiction and treatment issues for adolescents. The American journal of family therapy, 37(5), 355-372. https://doi.org/10.1080/01926180902942191
Topal, M., Horzum, M. B., & Akgün, Ö. E. (2023). Relationship between Game Addiction and Gamification User Types. Journal of Family Counseling and Education, 8(2), 20-32. https://doi.org/10.32568/jfce.1247713
AMA
Topal M, Horzum MB, Akgün ÖE. Relationship between Game Addiction and Gamification User Types. JFCE. Ekim 2023;8(2):20-32. doi:10.32568/jfce.1247713
Chicago
Topal, Murat, Mehmet Barış Horzum, ve Özcan Erkan Akgün. “Relationship Between Game Addiction and Gamification User Types”. Journal of Family Counseling and Education 8, sy. 2 (Ekim 2023): 20-32. https://doi.org/10.32568/jfce.1247713.
EndNote
Topal M, Horzum MB, Akgün ÖE (01 Ekim 2023) Relationship between Game Addiction and Gamification User Types. Journal of Family Counseling and Education 8 2 20–32.
IEEE
M. Topal, M. B. Horzum, ve Ö. E. Akgün, “Relationship between Game Addiction and Gamification User Types”, JFCE, c. 8, sy. 2, ss. 20–32, 2023, doi: 10.32568/jfce.1247713.
ISNAD
Topal, Murat vd. “Relationship Between Game Addiction and Gamification User Types”. Journal of Family Counseling and Education 8/2 (Ekim 2023), 20-32. https://doi.org/10.32568/jfce.1247713.
JAMA
Topal M, Horzum MB, Akgün ÖE. Relationship between Game Addiction and Gamification User Types. JFCE. 2023;8:20–32.
MLA
Topal, Murat vd. “Relationship Between Game Addiction and Gamification User Types”. Journal of Family Counseling and Education, c. 8, sy. 2, 2023, ss. 20-32, doi:10.32568/jfce.1247713.
Vancouver
Topal M, Horzum MB, Akgün ÖE. Relationship between Game Addiction and Gamification User Types. JFCE. 2023;8(2):20-32.