Araştırma Makalesi
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Yıl 2022, Cilt: 12 Sayı: 66, 495 - 512, 15.09.2022

Öz

Kaynakça

  • Ankara Kalkınma Ajansı. (2020). Dijital oyun sektörü raporu [Digital Gaming Industry Report], http://www.ankaraka.org.tr/tr/dijital-oyun -sektoru-raporu_3414.html.
  • American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (DSM-5). Washington, DC: Author.
  • Anderson C.A., & Carnagey N. (2005). The effects of reward and punishment in violent video games on aggressive affect, cognition and behavior. Psychological Science, 16(11), 882-889. https://doi.org/10.1111/j.1467-9280.2005.01632.x.
  • Baker T. B., Piper M.E., McCarthy D.E., Majeskie M.R. & Fiore M.C. (2004). Addiction motivation reformulated: An affective processing model of negative reinforcement. Psychological Review, 111(1), 33-51. https://doi.org/10.1037/0033-295X.111.1.33.
  • Barut, B. (2019). Investigation of the relationship between digital game dependence level and social support and emotion regulation in adolescentsleaders [Unpublished master dissertation]. Hasan Kalyoncu University, Institute of Social Sciences.
  • Byrne, B.M. (2010). Structural equation modeling with AMOS: Basic concepts, applications and programming. New York: Routledge.
  • Büyüköztürk, Ş., Çokluk, Ö. & Köklü, N. (2019). Sosyal bilimler için istatistik [Statistics for social sciences]. Ankara: Pegem Akademi.
  • Creswell, J. W. (2017). Eğitim araştırmaları: Nicel ve nitel araştırmanın puanlanması, yürütülmesi ve değerlendirilmesi [Educational research: Scoring, conducting and evaluating quantitative and qualitative research]. İstanbul: Edam.
  • Çokluk, Ö., Şekerci, G. & Büyüköztürk, Ş. (2018). Sosyal bilimler için çok değişkenli istatistik: SPSS ve LISREL uygulamaları [Multivariate statistics for social sciences: SPSS and LISREL applications] Ankara: Pegem Akademi.
  • Durdu, P. O., Hotomaroğlu, A., & Çağıltay, K. (2004). Türkiye’deki öğrencilerin bilgisayar oyunu oynama alışkanlıkları ve oyun tercihleri: ODTÜ ve Gazi Ünivesitesi öğrencileri arası bir karşılaştırma [Computer game playing habits and game preferences of students in Turkey: a comparison between Decedents of METU and Gazi University students]. Eurasian Journal of Educational Research, (19), 66-76. https://hdl.handle.net/11511/52516
  • Dursun, A, & Eraslan-Çapan, B. (2018). Ergenlerde dijital oyun bağımlılığı ve psikolojik ihtiyaçlar [Digital game addiction and psychological needs in adolescents]. Journal of Inonu University Faculty of Education, 19(2), 128-140. https://doi.org/10.17679/inuefd.336272.
  • Ekşi, F., Demirci, İ., & Tanyeri, H. (2020). Problematic technology use and well-being in adolescence: The personal and relational effects of technology. Addicta: The Turkish Journal on Addictions, Online first publication. http://dx.doi.org/10.5152/addicta.2020.19077.
  • Elmas, H.G., Cesur G. & Oral E.T. (2017). Aleksitimi ve patolojik kumar: duygu düzenleme güçlüğünün aracı rolü [Alexithymia and pathological gambling: the mediating role of emotion regulation difficulties]. Turkish Journal of Psychiatry, 28(1), 17-24. https://doi.org/10.5080/u13779.
  • Emre, O. (2020). Effect of game addiction on reactive-proactive aggression in adolescents. Annals of Medical Research, 27(1), 85-91. https://doi.org/10.5455/annalsmedres.2019.12.799.
  • Estevez, A., Jauregui, P., Sanchez-Marcos, I., Lopez-Gonzalez, H. & Griffiths, M. (2017). Attachment and emotion regulation in substance addictions and behavioral addictions. Journal of Behavioral Addictions, 6(4), 534-544. https://doi.org/10.1556/2006.6.2017.086.
  • Evren, C., Evren, B., Dalbudak, E., Topçu, M., Kutlu, N., & Elhai, J. D. (2020). Relationship between internet gaming disorder symptoms with attention deficit hyperactivity disorder and alexithymia symptoms among university students. Addicta: The Turkish Journal on Addictions, 7(1), 1-9. https://doi.org/10.5152/addicta.2020.19076.
  • Gökçearslan, Ş. & Durakoğlu, A. (2014). Ortaokul öğrencilerinin bilgisayar oyunu bağımlılık düzeylerinin çeşitli değişkenlere göre incelenmesi [Investigation of computer game addiction levels of secondary school students according to various variables]. Dicle University Ziya Gökalp Faculty of Education Journal, 23, 419-435. https://dergipark.org.tr/tr/pub/zgefd/issue/47938/606448
  • Gökkaya, Z. & Deniz, L. (2014) Üniversite öğrencilerinin bilgisayar oyunu oynama alışkanlıkları ve oyun tercihleri: Marmara Üniversitesi örneği [Computer game playing habits and game preferences of university students: The case of Marmara University]. Journal of Academic Social Research, 2(6), 58–73. https://doi.org/10.16992/ASOS.332
  • Griffiths MD & Davies, MNO (2005) Videogame addiction: Does ıt exist? handbook of computer game studies. J. Goldstein, J. Raessens (Eds), Boston. MIT Pres, s.359–368.
  • Griffiths, M.D. & Hunt, N. (1995). Computer game playing in adolescence: prevalence and demographic indicators. Journal of Community & Applied Social Pyschology, 5, 189-193.https://doi.org/10.1002/casp.2450050307
  • Gürbüz, S., & Şahin, F. (2018). Sosyal bilimlerde araştırma yöntemleri [Research methods in social sciences]. Ankara: Seçkin Yayıncılık.
  • Hauge, M. R., & Gentile, D. A. (2003, April). Video game addiction among adolescents: Associations with academic performance and aggression. Poster presented at the 2003 Society for Research in Child Development Biennial Conference, Tampa.http://www.psychology.iastate.edu/ FACULTYdgentile/ SRCD%20Video%20Game%20Addiction.pdf.
  • Haradhvala, N. (2016). Meta-emotions in daily life: Associations with emotional awareness and depression. [Unpublished master dissertation], University of Washington, Washington. https://doi.org/10.7936/K7H130F6.
  • Haşimoğlu, A. & Aslandoğan, A. (2018). Lise öğrencilerinin ergenlik dönemi sorunları ve duygu düzenleme stratejileri arasındaki ilişkinin incelenmesi [Investigation of the relationship between Decadal problems and emotion regulation strategies of high school students]. Academic Review of Humanities and Social Sciences, 1(2), 71-83. https://dergipark.org.tr/tr/pub/arhuss/issue/40217/478924
  • ICD-11. mortality and morbidity statistics-gaming disorder. (04/2019). https://icd.who.int/browse11/l-m/en#/http://id.who.int/icd/entity/144 8597234
  • Ilgaz, H. (2015). Ergenler için oyun bağımlılığı ölçeğinin Türkçeye uyarlama çalışması [Adaptation of the game addiction scale for adolescents to Turkish]. Primary Online, 14(3), 874-884. https://doi.org/10.17051/io.2015.75608
  • Irmak, A.Y. (2014). Ortaöğretim öğrencilerinin dijital oyun oynama davranışlarının sağlık davranışı etkileşim modeline göre incelenmesi. [The investigation of digital game playing behaviors of secondary school students according to the health behavior interaction model]. [Unpublished doctoral dissertation]. Istanbul University, Institute of Health Sciences, Department of Public Health Nursing.
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The Mediating Role of Emotion Regulation on the Effect of Parental Pressure for Greater Academic Performance on Gaming Addiction

Yıl 2022, Cilt: 12 Sayı: 66, 495 - 512, 15.09.2022

Öz

Today, the use of technology and the interest in technology-based games are very important for school-age children. This study seeks to use a Structural Equation Model (SEM) to examine the mediating role of difficulties in emotion regulation in the relationship between parental pressure for greater academic performance and gaming addiction in high school students. Additionally, this study endeavors to investigate gaming addiction, difficulties in regulating emotions, and parental pressure for greater academic performance through diverse variables. Using multistage cluster sampling to select participants from the universe, the study sample consists of 627 high school students aged 14-17 studying in various districts within the province of Istanbul, Turkey. The data for this study were collected using the Personal Information Form, the Gaming Addiction Scale for Adolescents, the Difficulties in Emotion Regulation Scale, and the Parental Pressure and Support for Greater Academic Performance Scale. An Independent Samples t-Test, an ANOVA, Pearson’s Product-Moment Correlation, and a Path Analysis were used to analyze the study’s data. After analysis of the SEM constructed for this study, we found that parental pressure for greater academic performance had a very high, direct effect on gaming addiction, that this effect decreased after including difficulties in emotion regulation as a mediating variable, and that parental pressure for greater academic performance had a low, indirect effect on gaming addiction through difficulties in emotion regulation. The results of the SEM analyses show that the fit indices of the model in question were within acceptable limits and that the model accounted for 21% of the total variance of gaming addiction.

Kaynakça

  • Ankara Kalkınma Ajansı. (2020). Dijital oyun sektörü raporu [Digital Gaming Industry Report], http://www.ankaraka.org.tr/tr/dijital-oyun -sektoru-raporu_3414.html.
  • American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (DSM-5). Washington, DC: Author.
  • Anderson C.A., & Carnagey N. (2005). The effects of reward and punishment in violent video games on aggressive affect, cognition and behavior. Psychological Science, 16(11), 882-889. https://doi.org/10.1111/j.1467-9280.2005.01632.x.
  • Baker T. B., Piper M.E., McCarthy D.E., Majeskie M.R. & Fiore M.C. (2004). Addiction motivation reformulated: An affective processing model of negative reinforcement. Psychological Review, 111(1), 33-51. https://doi.org/10.1037/0033-295X.111.1.33.
  • Barut, B. (2019). Investigation of the relationship between digital game dependence level and social support and emotion regulation in adolescentsleaders [Unpublished master dissertation]. Hasan Kalyoncu University, Institute of Social Sciences.
  • Byrne, B.M. (2010). Structural equation modeling with AMOS: Basic concepts, applications and programming. New York: Routledge.
  • Büyüköztürk, Ş., Çokluk, Ö. & Köklü, N. (2019). Sosyal bilimler için istatistik [Statistics for social sciences]. Ankara: Pegem Akademi.
  • Creswell, J. W. (2017). Eğitim araştırmaları: Nicel ve nitel araştırmanın puanlanması, yürütülmesi ve değerlendirilmesi [Educational research: Scoring, conducting and evaluating quantitative and qualitative research]. İstanbul: Edam.
  • Çokluk, Ö., Şekerci, G. & Büyüköztürk, Ş. (2018). Sosyal bilimler için çok değişkenli istatistik: SPSS ve LISREL uygulamaları [Multivariate statistics for social sciences: SPSS and LISREL applications] Ankara: Pegem Akademi.
  • Durdu, P. O., Hotomaroğlu, A., & Çağıltay, K. (2004). Türkiye’deki öğrencilerin bilgisayar oyunu oynama alışkanlıkları ve oyun tercihleri: ODTÜ ve Gazi Ünivesitesi öğrencileri arası bir karşılaştırma [Computer game playing habits and game preferences of students in Turkey: a comparison between Decedents of METU and Gazi University students]. Eurasian Journal of Educational Research, (19), 66-76. https://hdl.handle.net/11511/52516
  • Dursun, A, & Eraslan-Çapan, B. (2018). Ergenlerde dijital oyun bağımlılığı ve psikolojik ihtiyaçlar [Digital game addiction and psychological needs in adolescents]. Journal of Inonu University Faculty of Education, 19(2), 128-140. https://doi.org/10.17679/inuefd.336272.
  • Ekşi, F., Demirci, İ., & Tanyeri, H. (2020). Problematic technology use and well-being in adolescence: The personal and relational effects of technology. Addicta: The Turkish Journal on Addictions, Online first publication. http://dx.doi.org/10.5152/addicta.2020.19077.
  • Elmas, H.G., Cesur G. & Oral E.T. (2017). Aleksitimi ve patolojik kumar: duygu düzenleme güçlüğünün aracı rolü [Alexithymia and pathological gambling: the mediating role of emotion regulation difficulties]. Turkish Journal of Psychiatry, 28(1), 17-24. https://doi.org/10.5080/u13779.
  • Emre, O. (2020). Effect of game addiction on reactive-proactive aggression in adolescents. Annals of Medical Research, 27(1), 85-91. https://doi.org/10.5455/annalsmedres.2019.12.799.
  • Estevez, A., Jauregui, P., Sanchez-Marcos, I., Lopez-Gonzalez, H. & Griffiths, M. (2017). Attachment and emotion regulation in substance addictions and behavioral addictions. Journal of Behavioral Addictions, 6(4), 534-544. https://doi.org/10.1556/2006.6.2017.086.
  • Evren, C., Evren, B., Dalbudak, E., Topçu, M., Kutlu, N., & Elhai, J. D. (2020). Relationship between internet gaming disorder symptoms with attention deficit hyperactivity disorder and alexithymia symptoms among university students. Addicta: The Turkish Journal on Addictions, 7(1), 1-9. https://doi.org/10.5152/addicta.2020.19076.
  • Gökçearslan, Ş. & Durakoğlu, A. (2014). Ortaokul öğrencilerinin bilgisayar oyunu bağımlılık düzeylerinin çeşitli değişkenlere göre incelenmesi [Investigation of computer game addiction levels of secondary school students according to various variables]. Dicle University Ziya Gökalp Faculty of Education Journal, 23, 419-435. https://dergipark.org.tr/tr/pub/zgefd/issue/47938/606448
  • Gökkaya, Z. & Deniz, L. (2014) Üniversite öğrencilerinin bilgisayar oyunu oynama alışkanlıkları ve oyun tercihleri: Marmara Üniversitesi örneği [Computer game playing habits and game preferences of university students: The case of Marmara University]. Journal of Academic Social Research, 2(6), 58–73. https://doi.org/10.16992/ASOS.332
  • Griffiths MD & Davies, MNO (2005) Videogame addiction: Does ıt exist? handbook of computer game studies. J. Goldstein, J. Raessens (Eds), Boston. MIT Pres, s.359–368.
  • Griffiths, M.D. & Hunt, N. (1995). Computer game playing in adolescence: prevalence and demographic indicators. Journal of Community & Applied Social Pyschology, 5, 189-193.https://doi.org/10.1002/casp.2450050307
  • Gürbüz, S., & Şahin, F. (2018). Sosyal bilimlerde araştırma yöntemleri [Research methods in social sciences]. Ankara: Seçkin Yayıncılık.
  • Hauge, M. R., & Gentile, D. A. (2003, April). Video game addiction among adolescents: Associations with academic performance and aggression. Poster presented at the 2003 Society for Research in Child Development Biennial Conference, Tampa.http://www.psychology.iastate.edu/ FACULTYdgentile/ SRCD%20Video%20Game%20Addiction.pdf.
  • Haradhvala, N. (2016). Meta-emotions in daily life: Associations with emotional awareness and depression. [Unpublished master dissertation], University of Washington, Washington. https://doi.org/10.7936/K7H130F6.
  • Haşimoğlu, A. & Aslandoğan, A. (2018). Lise öğrencilerinin ergenlik dönemi sorunları ve duygu düzenleme stratejileri arasındaki ilişkinin incelenmesi [Investigation of the relationship between Decadal problems and emotion regulation strategies of high school students]. Academic Review of Humanities and Social Sciences, 1(2), 71-83. https://dergipark.org.tr/tr/pub/arhuss/issue/40217/478924
  • ICD-11. mortality and morbidity statistics-gaming disorder. (04/2019). https://icd.who.int/browse11/l-m/en#/http://id.who.int/icd/entity/144 8597234
  • Ilgaz, H. (2015). Ergenler için oyun bağımlılığı ölçeğinin Türkçeye uyarlama çalışması [Adaptation of the game addiction scale for adolescents to Turkish]. Primary Online, 14(3), 874-884. https://doi.org/10.17051/io.2015.75608
  • Irmak, A.Y. (2014). Ortaöğretim öğrencilerinin dijital oyun oynama davranışlarının sağlık davranışı etkileşim modeline göre incelenmesi. [The investigation of digital game playing behaviors of secondary school students according to the health behavior interaction model]. [Unpublished doctoral dissertation]. Istanbul University, Institute of Health Sciences, Department of Public Health Nursing.
  • Johnson, R. A. ve Wichern, R. W. (2007). Applied multivariate statistical analysis. New Jersey: Prentice-Hall.
  • Jazaieri H, Urry H.L. & Gross J.J. (2013) Affective Disturbance and Psychopathology: An EmotionRegulation Perspective. Journal of Experimental Psychopathology, 4(5) 584–599. https://doi.org/10.5127/jep.030312.
  • Kapçı, E.G., Uslu, R.İ., Akgün, E. & Acer, D. (2009). İlköğretim çağı çocuklarında duygu ayarlama: Bir ölçek uyarlama çalışması ve duygu ayarlamayla ilişkili etmenlerin belirlenmesi. [İlköğretim çağı çocuklarında duygu ayarlama: Bir ölçek uyarlama çalışması ve duygu ayarlamayla ilişkili etmenlerin belirlenmesi.] Journal of Child and Youth Mental Health, 16(1), 13-20. https://search.trdizin.gov.tr/yayin/detay/100346/.
  • Kapıkıran, Ş. (2016). Ebeveyn akademik başarı baskısı ve desteği ölçeğinin psikometrik değerlendirmeleri ve yapısal geçerlik: ortaokul ve lise öğrencileri. [Parent Academic Achıevement Pressure and Support Scale PsychometricAssessment and Construct Validity: Amongst Secondary School and High School Students.] Ege Journal of Education, 17, 62-83. https://doi.org/10.12984/eed.07848.
  • Kapıkıran, Ş. (2019). Ergenlerde ebeveyn akademik başarı baskısı ve desteği ile sınav kaygısı arasındaki ilişkide akademik dayanıklılığın aracılık rolü [The Mediator Role of Academic Resilience in the Relationship between Parental Academic Success Pressure and Support and Test Anxiety in Adolescents]. Pamukkale University Faculty of Education Journal, 48, 1-22. https://doi.org/10.9779/pauefd.521230.
  • Kapıkıran, Ş. & Özgüngör, S. (2009). Ergenlerin sosyal destek düzeylerinin akademik başarı ve güdülenme düzeyi ile ilişkileri [The Relationship Between the Social Support and the Achievement and Motivation of Adolescents]. Çocuk ve Gençlik Ruh Sağlığı Dergisi, 16(1), 21-30. https://search.trdizin.gov.tr/yayin/detay/100338
  • Kaya, Z., Bedir, G. & Kaval, A. (2019) Lise öğrencilerinde riskli davranışlar ve oyun bağımlılığının incelenmesi [Investigation of Risky Behaviors and Game Addiction in High School Students]. EJERCongress 2019 Conference Proceedings, 1358-1372. https://www.researchgate.net/publication/338826050_Lise_Ogrencilerinde_Riskli_Davranislar_ve_Oyun_Bagimliliginin_Incelenmesi_Investigation_of_Risky_Behaviors_and_Game_Addiction_in_High_School_Students.
  • Kim, D. J., Kim, K., Lee, H. W., Hong, J. P., Cho, M. J., Fava, M., Mischoulon. D., Heo. J. & 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://doi.org/10.1097/NMD.0000000000000698.
  • Koole, S. L. (2009). The psychology of emotion regulation: an integrative review. Cognition And Emotion, 23, 4-41. https://doi.org/10.1080/02699930802619031.
  • Kum, Ö. (2020). Opinions of Graphic Design Students of a Vocational School on Computer Games. Black Sea Journal of Public and Social Science, 3(1), 31-34. https://dergipark.org.tr/tr/pub/bssocialscience/issue/50268/567267
  • Ögel, K. (2014). İnternet Bağımlılığı, İnternetin psikolojisini anlamak ve bağımlılıkla başa çıkmak [Internet Addiction, Understanding the psychology of the Internet and dealing with addiction]. İstanbul: Türkiye İş Bankası Kültür Yayınları.
  • Pala, F.K. & Erdem, M. (2011). Dijital oyun tercihi ve oyun tercih nedeni ile cinsiyet, sınıf düzeyi ve öğrenme stili arasındaki ilişkiler üzerine bir çalışma [A Study on the Relationships between Digital Game Preference and Game Preference Reason with Gender, Class Level and Learning Styles]. Ahi Evran University Faculty of Education Journal, 12(2), 53-71. https://dergipark.org.tr/tr/pub/kefad/issue/59495/855160
  • Prot, S., Anderson, C. A., Gentile, D. A., Brown, S. C., & Swing, E. L. (2014). The positive and negative effects of video game play. Media and the Well-Being of Children and Adolescents, 109, 2010- 2014. http://www.craiganderson.org/wp-content/uploads/caa/abstracts/2010-2014/14PAGBS.pdf
  • Pepping, C. A., Davis, P. J. & O’Donovan, A. (2013). Individual differences in attachment and dispositional mindfulness: The mediating role of emotion regulation. Personality and Individual Differences, 54(3), 453-456. https://doi.org/10.1016/j.paid.2012.10.006.
  • Sağlam, M. & Topsümer, F. (2019). Üniversite öğrencilerinin dijital oyun oynama nedenlerine ilişkin nitel bir çalışma [A Qualitative Study on the Reasons of Digital Game Playing of University Students]. Mediterranean Communication, 32, 485-493. https://doi.org/10.31123/akil.617102.
  • Sallayıcı, Z. & Yöndem, Z. D. (2020). Çocuklarda bilgisayar oyun bağımlılığı düzeyi ile davranış problemleri arasındaki ilişki [Relationship between Level of Computer Game Addiction and Behavioral Problems Among Children]. Journal of Addiction, 21, 13-23. https://dergipark.org.tr/en/download/article-file/928580
  • Santrock, J. W. (2011). Yaşam boyu gelişim [Essentials of Life-Span Development] (Çev. ed. Galip Yüksel). Ankara: Nobel Yayın Dağıtım.
  • Sarıkaya, B. F. & Ilgaz Büyükbaykal, C. (2019). Adam Alter ve sosyal bir sorun olarak davranışsal bağımlılık [Adam Alter and behavioral addiction as a social problem]. The Online Journal of Communication and Media, 1-11. https://docplayer.biz.tr/179304418-Iletisim-calismalari.html
  • Sepetci, T. (2017). Dijital oyunlar, dijital oyuncular: karşı hegemonya pratikleri ve sosyal etkileşim [Digital games, digital players: counter hegemony practices and social interaction], [Unpublished doctoral dissertation]. Akdeniz University, Institute of Social Sciences, Department of Communication.
  • Şahin, M., Keskin, S., & Yurdugül, H. (2019). Impact of family support and perception of loneliness on game addiction analysis of a mediation and moderation. International Journal of Game-Based Learning (IJGBL), 9(4), 15-30. https://doi.org/10.4018/ijgbl.2019100102.
  • Şekerci, M. (2011). İstanbul’da Yaşam Kalitesi Araştırması [Quality of Life Research in Istanbul], İstanbul: İTO Yayınları.
  • Şendurur, E. & Şendurur, P. (2018). Underlying factors of problematic online gaming behavior: Age, intensity, and genre. Addicta: The Turkish Journal on Addictions, 5, 747–764. http://dx.doi.org/10.15805/addicta.2018.5.4.0023.
  • Tabachnick, B.G.ve Fidell, L.S. (2015) Çok Değişkenli İstatistiklerin Kullanımı [Using Multivariate Statistics]. Baloğlu, M. (Çev.). Ankara: Nobel Yayınları.
  • Taş, İ. & Güneş, Z. (2019). 8-12 yaş arası çocuklarda bilgisayar oyun bağımlılığı, aleksitimi, sosyal anksiyete, yaş ve cinsiyetin incelenmesi [Examination computer gaming addiction, alexithymia, social anxiety, age and gender among children aged 8-12]. Journal of Clinical Psychiatry, 22, 83-92. http://dx.doi.org/.10.5505/kpd.2018.17894.
  • Taylor G.J., Bagby R.M. & Parker J.D.A. (1997). Disorders of Affect Regulation: Alexithymia in Medical and Psychiatric Illness. (Paperback edition 1999), New York Cambridge University Press. https://doi.org/10.1002/1099-0879(200007)7:3<240:AID-CPP245>3.0.CO;2-7
  • Tice, D. M., Bratslavsky, E., & Baumeister, R. F. (2001). Emotional distress regulation takes precedence over impulse control: If you feel bad, do it!. Journal of Personality and Social Psychology, 80(1), 53. https://doi.org/10.1037/00223514.80.1.53.
  • Woog, K. (2016). Proposed gaming addiction behavioral treatment method. Addicta: The Turkish Journal on Addictions, 3, 271–279. https://doi.org/10.15805/addicta.2016.3.0108.
  • Yalçın Irmak, A. & Erdoğan, S. (2016). Ergen ve genç erişkinlerde dijital oyun bağımlılığı: güncel bir bakış [Digital Game Addiction Among Adolescents and Younger Adults: A Current Overview]. Journal of Turkish Psychiatry, 27(2), 128-137. https://www.turkpsikiyatri.com/PDF/C27S2/07.pdf
  • Yee, N. (2006). Motivations for play in online games. Cyberpsychol Behaviour, 9, 772- 775. https://doi.org/10.1089/cpb.2006.9.772.
  • Yıldırım, E. & Taştan, N. Üniversite öğrencilerinde narsistik kişilik eğilimleri ve sosyal görünüş kaygısının problemli internet kullanımı üzerindeki yordayıcı rolü [The Predictive Role of Narcissistic Personality Tendencies and Social Appearance Anxiety on Problematic Internet Use Among University Students]. Kırıkkale University Journal of Social Sciences, 10, 79-100. https://dergipark.org.tr/en/download/article-file/952345
  • Yıldırım, İ. & Kaya, M. (2009). Üniversite adaylarının anne-babalarına uygulanan sosyal destek programının eş desteği ve adayın aileden algıladığı desteğe etkisi [Spousal support of the social support program applied to the parents of university candidates and the effect of the candidate's perceived support from the family]. [Unpublished doctoral dissertation]. Hacettepe University Institute of Social Sciences.
  • Yiğit, İ. & Guzey Yiğit, M. (2017). Psychometric Properties of Turkish Version of Difficulties in motion Regulation Scale-Brief Form. Current Psychology, 1-9.https://doi.org/10.1007/s12144-017-9712-7.
  • Young K.S. (1999) Internet Addiction: Symptoms, Evaluation, And Treatment. Innovations in Clinical Practice [serial on the Internet]. 1999;17. http://netaddiction.com/articles/symptoms.pdf
Toplam 60 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Psikoloji
Bölüm Makaleler
Yazarlar

Dilara Kaymakcı Bu kişi benim

Halil Ekşi Bu kişi benim

Kamile Gamze Yaman Bu kişi benim

Yayımlanma Tarihi 15 Eylül 2022
Yayımlandığı Sayı Yıl 2022 Cilt: 12 Sayı: 66

Kaynak Göster

APA Kaymakcı, D., Ekşi, H., & Yaman, K. G. (2022). The Mediating Role of Emotion Regulation on the Effect of Parental Pressure for Greater Academic Performance on Gaming Addiction. Turkish Psychological Counseling and Guidance Journal, 12(66), 495-512. https://doi.org/10.17066/tpdrd.1175196

!! From 30 November 2023, English language proofreading will be required for accepted articles to ensure language quality.