WoS İndeksli Yayınlar Koleksiyonu
Permanent URI for this collectionhttps://hdl.handle.net/20.500.12416/8653
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Article Citation - WoS: 1The Association of Probable Adhd With the Increase in Video Gaming and the Disordered Gaming Symptom Severity During Covid-19 Pandemic in Turkey(Yerkure Tanitim & Yayincilik Hizmetleri A S, 2021) Evren, Cuneyt; Evren, Bilge; Dalbudak, Ercan; Topcu, Merve; Kutlu, NilayObjective: The objective of the study is to examine the association of probable attention deficit hyperactivity disorder (ADHD) with the increase in video gaming and the severity of disordered gaming symptoms among young adults during the COVID-19 pandemic restrictions. The second objective was to examine the mediating role of COVID-19 related dysfunctional anxiety and current age. Methods: The Adult ADHD Self-Report Scale (ASRS-v1.1), the nine-item Internet Gaming Disorder Scale- Short Form (IGDS9-SF), and the Coronavirus Anxiety Scale (CAS) were used to evaluate university students. Results: Participants with probable ADHD (n=117, 21.2%) did not differ in terms of age, gender, romantic relationship, and employment status when compared with participants without probable ADHD (n=441, 79.0%). However, they had higher scale scores (IGDS9-SF and CAS). In the hierarchical logistic regression analysis, probable ADHD predicted the increase in video gaming during the pandemic, but when the current age and the dysfunctional anxiety related with COVID-19 were included in the analysis, they were significant predictors, whereas probable ADHD was no more a predictor. While probable ADHD was associated with the symptom severity of disordered gaming in ANCOVA, COVID-19 related dysfunctional anxiety was a significant covariate. Conclusion: Findings of the current study may suggest that the relationship between probable ADHD and the increase in video gaming during the pandemic was mediated by lower age and COVID-19 related dysfunctional anxiety among young adults. Additionally, while COVID-19 related dysfunctional anxiety was a significant covariate for the severity of disordered gaming symptoms, probable ADHD was independently associated with the symptom severity of disordered gaming.Article Citation - WoS: 10The Relationship of Loot Box Engagement To Gender, Severity of Disordered Gaming, Using Mmorpgs, and Motives for Online Gaming(Yerkure Tanitim & Yayincilik Hizmetleri A S, 2021) Evren, Cuneyt; Evren, Bilge; Dalbudak, Ercan; Topcu, Merve; Kutlu, NilayObjective: The main aim of the current study was to evaluate the relationship of loot box engagement to gender, disordered gaming, using massively multiplayer online role-playing games (MMORPGs), and motives for online gaming among young adults. Methods: The cross-sectional online study was conducted with 752 volun-teer participants in Turkey. The participants were assessed with the nine-item Internet Gaming Disorder Scale - Short Form (IGDS9-SF) and the Motives for Online Gaming Questionnaire (MOGQ). Results: The age of participants who engage with loot boxes (n=171, 22.7%) was lower than the group who do not engage with loot boxes (n=581, 77.3%). Also, of the male using microtransaction, buying games, time spent on the gaming, gaming more than usual on weekends, being an e-sport gamer and/or following e-sport, having problems related with gaming, using MMORPGs, the severity of IGD symptoms, and all six types of motives for online gaming were higher in the group who engage with loot boxes. Age at first gaming did not differ between the groups. In the logistic regression model, loot box engagement was related to the severity of disordered gaming, using MMORPGs and severities of skill development and competition motives for online gaming. Conclusion: These findings suggest that those who engage with loot boxes may be using MMORPGs more with the motives of skill development and competition and they may have higher severity of IGD symptoms. Thus, this group of gamers who engage with loot boxes should be considered as a risk group and interventions should particularly include these individuals.Article Citation - WoS: 1Development and Psychometric Validation of the Turkish Gambling Disorder Screening Test: a Measure That Evaluates Gambling Disorder Regarding the American Psychiatric Association Framework(Yerkure Tanitim & Yayincilik Hizmetleri A S, 2020) Evren, Cuneyt; Evren, Bilge; Dalbudak, Ercan; Topcu, Merve; Kutlu, Nilay; Topcu-bulut, MerveObjective: First study aims to develop the Gambling Disorder Screening Test (GDST), a standardized measure that assesses symptoms and prevalence of gambling disorder (GD) regarding the American Psychiatric Association (APA) diagnostic framework. The aim of the second study is to validate the GDST psychometrically. Methods: In the first study participants were assessed with GDST. Sample comprised of 400 Turkish university students and video game players (54.0% male, mean age 24.30 years, SD=6.83) that was enrolled online. In the second study the sample (n=326; 60.1% male, mean age 23.54 years, SD=4.44) was similar with the first study. Participants were assessed with GDST, the South Oaks Gambling Screen (SOGS) and the Gambling Motives Questionnaire (GMQ). Results: In the first study, according to the exploratory factor analysis a single component accounted for 64.02% of total variance. The scale was internally consistent with a Cronbach's alpha of 0.93, thus considered as reliable. In the second study, confirmatory factor analysis showed that GDST's factor structure (i.e., the unidimensional structure) was satisfactory. Positive correlations between GDST and the number of self-reported gambling type, SOGS and GMQ scores demonstrated adequate convergent and criterion-related validity. Also the GDST had a Cronbach's alpha of 0.92 in this sample. Conclusion: These findings from Study 1 and Study 2 suggest that the Turkish GDST is a valid and reliable measure to assess the severity of GD related issues according to APA's framework among young adults and for the purposes of early detection of GD in clinical settings and research.
