Psikoloji Bölümü Yayın Koleksiyonu
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Review A Review on Executive Functions and Memory Processes Associated with Feeding and Eating Disorders(2020) Çobanoğlu, Fatma Öykü; Kaynak, HandeFrom the beginning of humankind, feeding has become one of the most important requirements of social adaptation and survival. Since the 20th century, research on feeding and eating disorders has tried to give some explanations of various eating behaviors, such as starving because of thoughts about being overweight or non-stop binge eating by the individual, relational, or social factors. However, they are inadequate to fully explain the psychopathological and cognitive factors underlying feeding and eating disorders. The complex behavioral pattern behind eating disorders can lead to impairments in people’s attention, memory, and metacognitive processes. Certain higher-order cognitive mechanisms such as problem solving, reasoning, and decision making are impaired in individuals suffering from eating disorders, especially anorexia nervosa, bulimia nervosa, and binge eating disorder, compared to healthy individuals. Several researches aimed to find out evidence that may recover these impairments or that may lead to preventive measures for the risk of developing eating disorders. The aim of the current study is to examine the researches on the effects of eating disorders on individuals’ executive functions and memory processes and to explore the links between eating disorders, executive functions, and memory.Article Citation - WoS: 1Citation - Scopus: 1Direct and Indirect Relationships Between Cognitive Flexibility and Covid-19 Related Psychological Distress: the Mediating Role of Maladaptive Cognitive Emotion Regulation Strategies(Klinik Psikiyatri dergisi, 2022) Sayinta, Senanur; Kocak, Hatice Nur; Kaynak, HandeObjective: The effects of the COVID-19 pandemic are remarkable on individuals' mental health. During the COVID-19 pandemic, there is an increase in mental health problems and psychological distress in uninfected healthy people. The present study aimed to examine the mediator role of maladaptive cognitive emotion regula-tion strategies in the relationship between cognitive fle-xibility and COVID-19 related psychological distress experienced during the current pandemic. Method: The sample consisted of 351 young adults (86% female and 14% male) who were not infected with COVID-19 aged between 18 to 25 years old. Participants completed the self-report questionnaires, including the Cognitive Flexibility Inventory, Cognitive Emotion Regulation Questionnaire, and COVID-19 Related Psychological Distress Scale. Mediation analysis estimated total, indi-rect, and direct effects between cognitive flexibility and COVID-19 related psychological distress. Results: The correlation analyses showed that cognitive flexibility -control dimension was negatively associated with both COVID-19 related psychological distress and maladaptive cognitive emotion regulation strategies. Also, maladap-tive cognitive emotion regulation strategies and COVID-19 related psychological distress was found to be posi-tively correlated. In the study sample, the results of the bootstrap mediation indicated that maladaptive cogni-tive emotion regulation strategies, including self-blame, acceptance, rumination, catastrophizing, and blaming others, fully mediated the relationship between cogni-tive flexibility -control and COVID-19 related psycholog-ical distress. Discussion: Our findings would help psy-chological interventions designed for COVID-19 unin-fected healthy people who have lower-level cognitive flexibility -control dimension by highlighting the promi-nence that the fewer people use maladaptive cognitive emotion regulation strategies, the less they feel COVID-19 related psychological distress.Article Does a Correlation Exist Between Fluid Intelligence and Creativity(Cyprus Mental Health Institute, 2020) Yazihan, N.T.The aim of the study was to investigate the associations between fluid intelligence and creativity among young adults. The sample consisted of 26 university students who were recruited through convenience sampling method. The Raven Standard Progressive Matrices (RSPM) 9 item-form and a divergent thinking test were used to measure fluent intelligence and creativity, respectively. In order to examine the associations between creativity and fluent intelligence correlational analysis was applied. The Pearson’s correlation coefficient revealed that there was no significant relationship between the tests of divergent thinking and RSPM total score. On the other hand, the results showed a significant positive correlation between the RSPM visuospatial factor and both fluency (r=.47, p<.01) and flexibility (r=.41, p<.01) dimensions of the divergent thinking test. As a result, we suggest that certain basic processes regarding fluid intelligence (e.g. visual spatial reasoning) and creativity operate through common and similar mechanisms. Future studies could investigate the association between these constructs by using neuro-imagining method and focus on how these skills can be integrated into real life situations. © 2020, Cyprus Mental Health Institute. All rights reserved.Article Does a correlation exist between fluid intelligence and creativity?(2020) Torun Yazıhan, NakşidilThe aim of the study was to investigate the associations between fluid intelligence and creativity among young adults. The sample consisted of 26 university students who were recruited through convenience sampling method. The Raven Standard Progressive Matrices (RSPM) 9 item-form and a divergent thinking test were used to measure fluent intelligence and creativity, respectively. In order to examine the associations between creativity and fluent intelligence correlational analysis was applied. The Pearson’s correlation coefficient revealed that there was no significant relationship between the tests of divergent thinking and RSPM total score. On the other hand, the results showed a significant positive correlation between the RSPM visuospatial factor and both fluency (r=.47, p<.01) and flexibility (r=.41, p<.01) dimensions of the divergent thinking test. As a result, we suggest that certain basic processes regarding fluid intelligence (e.g. visual spatial reasoning) and creativity operate through common and similar mechanisms. Future studies could investigate the association between these constructs by using neuro-imagining method and focus on how these skills can be integrated into real life situations.Article Citation - Scopus: 2Drivers’ Self-Reported Reasons of Speeding: a Turkish Driver Sample From Two Cities(Gioacchino Onorati Editore, 2019) Doğruyol, B.; Erdost, B.G.; Hoe, C.H.; Gupta, S.; Lajunen, T.; Özkan, T.; Bıçaksız, P.Speeding is an important risk factor of road traffic crashes, and identifying the factors associated with speeding is crucial for road safety. In the present study, face-to-face roadside interviews were conducted to investigate the reasons of speeding among Turkish drivers at six different data collection times in two different cities. A structured interview was administered to collect data from a total of 3317 and 1559 drivers in Ankara and Afyon cities, respectively. Results from the two cities consistently revealed that drivers’ self-reported speeding frequency was partially determined by gender and age. Also, perceiving speeding as a cause of crashes was associated with lower frequency of speeding. Finally, thinking that speed tickets are a means for increasing government income and that it would be safe to exceed the speed limit if driving “safely” was positively associated with frequency of speeding. These findings indicate the importance of norms and (biased) perceptions in speeding behavior. © 2019, Gioacchino Onorati Editore. All rights reserved.Conference Object Impact of information bandwidth of in-vehicle technologies on young drivers' attention maintenance performance: A Driving simulator study(Human Factors an Ergonomics Society Inc., 2017) Bıçaksız, PınarPrevious research indicates that young novice drivers' ability to maintain their attention on the forward roadway during driving is poorer than experienced drivers, leading to more frequent excessively long off-road glances that elevate the risk of crashes. This study directly manipulated information bandwidth of an in-vehicle monitor and asked young drivers to perform the number judgment task during simulated driving. Results show that the drivers produced more number of off-road glances and longer summed excess glance durations in 1.5-second threshold when the in-vehicle task imposed greater information processing demand. The crash risk estimated from the obtained summed excess glance durations is 3.2 times higher when the information processing demand was high than low using the 1.5-second threshold, and 4.3 times higher using the 2.0-second threshold. In practice, designers of in-vehicle technologies should consider information-processing demands of in-vehicle tasks that the technologies require in order to minimize the frequency of excessively long off-road glances during drivingArticle Citation - WoS: 12Internet Gaming Disorder and Treatment Approaches: a Systematic Review(Turkish Green Crescent Soc, 2018) Nazligul, Merve Denizci; Bas, Samet; Akyuz, Zeynep; Yorulmaz, OrcunThe purpose of this systematic review is to investigate the phenomenology of the psychiatric diagnosis of Internet Gaming Disorder (IGD), which has a serious potential, through the physical and psychosocial impacts of recent candidates for its diagnosis, followed by current treatment approaches for this problem. Using specific terms, a comprehensive database search of PsychINFO, ScienceDirect, Wiley Online Library, Web of Science, and PubMed was conducted to access particular studies that examine treatment interventions for IGD. All searches have been limited to full text papers published between 2000 and 2017. Six eligible treatment studies fulfilling the criteria of preferred reporting items for systematic reviews and meta-analyses (PRISMA) as an international guideline were included in the literature review. The evaluation criteria of the IGD were observed to differ among studies and the current samples to consist predominantly of males in adolescence to young adulthood. The findings on interventions indicate that different treatment modalities show successful results in reducing IGD symptoms and the time spent playing games, as well as on addictive individuals' progress regarding verbal expression. The general impressions of this systematic review are that although technology seems to facilitate life, Internet use and gaming habits at the same time can easily turn into a serious psychiatric problem. On the other hand, relatively little is known about IGD with a rather limited number of studies describing, assessing, and treating this problem. However, increasing information about this disorder is crucial for developing specific interventions. Thus, conducting additional research in Turkey as well as the world is essential for understanding IGD's nature and how to treat it.Article Citation - WoS: 6Investigation of the Psychometric Properties of the Turkish Form of Subjective Memory Complaints Questionnaire(Gunes Kitabevi Ltd Sti, 2013) Ozel Kizil, Erguvan Tugba; Baştuğ, Gülbahar; Duman, Berker; Altintas, Ozge; Kirici, Sevinc; Bastug, Gulbahar; Baran, Zeynel; Altunoz, Umut; PsikolojiIntroduction: Amnestic type of mild cognitive impairment (MCI) is characterized by the presence of subjective memory complaints and impairment of memory tests. This study aims to investigate the validity and reliability of the Turkish Version of the Subjective Memory Complaints Questionnaire (SMCQ). Materials and Method: The study sample consisted of 45 MCI patients and 44 healthy elderly controls. The SMCQ is a 14-item, "yes-no" questionnaire which evaluates the severity of subjective memory complaints. The discriminant validity of SMCQ was evaluated by comparing the scores of the two groups. For concurrent validity, the correlations between SMCQ and two widely-used cognitive screening tests (MMSE and ADAS-Cog) were calculated. ROC analysis was performed to test the diagnostic validity. For reliability analysis, internal consistency was calculated. Results: SMCQ scores of the patients were higher than the controls. SMCQ scores of the subjects were positively correlated with ADAS-Cog and negatively correlated with MMSE scores. Cronbach's value was 0.83. ROC analysis yielded a sensitivity of 80% and a specificity of 66% (cut-off=4.5). Area under the curve was 0.843. Conclusion: SMCQ is a valid and reliable instrument that can be used for the assessment of SMC in elderly patients. However, community based studies should be carried out for suggesting SMCQ as a screening tool.Article Citation - WoS: 14Citation - Scopus: 17Mediating Effects of Self-Esteem in the Relationship Between Attachment Styles and Social Media Addiction Among University Students(Kare Publ, 2020) Demircioglu, Zeynep Isil; Kose, Asli GoncuObjective: In the present time, internet and social media have become indispensable parts of our lives. Apart from the advantages of social media, some individuals have begun to suffer from Social Media Addiction (SMA) which is associated with dysfunctions in academic and/or work domains. Although outcomes of SMA have been relatively widely investigated, its predictive factors have not been studied extensively yet. The aim of the present study was to investigate the effects of secure, fearful, and preoccupied attachment styles on SMA and the mediating role of self-esteem in the links between attachment styles and SMA. Method: Data were collected from 455 university students (300 females, 155 males) who volunteered to complete the survey package that included SMA Scale, Relationships Questionnaire, and Rosenberg Self-Esteem Scale. Results: The data were analyzed using Structural Equation Modeling and moderated multiple regression. The results revealed that preoccupied and fearful attachment had significant positive direct effects on SMA. While the link of preoccupied attachment with SMA was partially mediated, the relationship between secure attachment and SMA was fully mediated by self-esteem. In addition, exploratory analyses revealed that gender moderated the relationship between self-esteem and SMA. Conclusion: The findings of this study suggest that fearful attachment and preoccupied attachment can be risk factors for SMA among university students. On the other hand, being securely attached and having high self-esteem can be protective factors for SMA.Article Citation - WoS: 2Citation - Scopus: 3The Mediating Role of Cognitive Flexibility in the Relationship Between Metacognition and Psychological Health: a Study in a Non-Clinical Sample(Kare Publ, 2021) Aydin, Oyku; Kaynak, HandeObjective: Metacognition is a concept that refers to the awareness and control of individuals' cognitive processes. In this regard, metacognitive processes may promote cognitive flexibility. The present study investigates the impact of metacognitions on adults' psychological health and the mediating role of cognitive flexibility through bootstrap analysis. Method: The sample comprised of 212 university students. All volunteers had no history of psychiatric/neurological disorders and no use of medication affecting the central nervous system for the last six months. Participants were required to complete the Metacognitions Questionnaire-30, the General Health Questionnaire- 12, and the Cognitive Flexibility Inventory via an online survey. Results: According to the correlation analyses, cognitive flexibility was found to be negatively correlated with dysfunctional metacognition (r=-0.227, p<0.01) and poor psychological health (r=-0.397, p<0.01); dysfunctional metacognition was positively correlated with poor psychological health (r=0.399, p<0.01). We conducted mediation analyses via the bootstrapping method using a 95% confidence interval and 5000 bootstrap samples. The results showed that cognitive flexibility had a significant partial mediating role in the relationship between metacognition and psychological health [R-2=0.26, F(2, 209)=36.38, p<0.001]. Conclusion: The findings highlighted the importance of cognitive flexibility as an underlying mechanism through the relationship between metacognition and psychological health in a non-clinical sample. The results suggested the need to take "cognitive health" into account while attempting to promote "psychological health."Article Citation - WoS: 20Citation - Scopus: 20Neuroticism and Introversion Mediates the Relationship Between Probable Adhd and Symptoms of Internet Gaming Disorder: Results of an Online Survey(Aves, 2019) Evren, Bilge; Evren, Cuneyt; Dalbudak, Ercan; Topcu, Merve; Kutlu, NilayOBJECTIVES: The aim of the present study was to evaluate relationship of probable attention deficit hyperactivity disorder (ADHD) with severity of the Internet gaming disorder (IGD), neuroticism and extraversion. METHODS: The study was conducted with online survey among 457 volunteered university students in Ankara and people who play games on the Internet and who are in the e-mail database of a company located in Istanbul that organizes e-sports tournaments. Participants were evaluated by applying the Adult ADHD Self-Report Scale (ASRS-v1.1), the 9-item Internet Gaming Disorder Scale (IGDS) and the Eysenck Personality Questionnaire Revised-Abbreviated Form (EPQR-A). RESULTS: Age was lower among those with the probable ADHD (n = 102, 22.3%) and those without (n = 355, 77.7%). Gender, educational status, and type of the participants did not differ between the groups. Severity of IGD symptoms and neuroticism were higher among those with the probable ADHD, whereas extraversion was lower. In logistic regression analysis, severity of IGD symptoms predicted the probable ADHD in the first Step, whereas when extraversion and neuroticism were included in the analysis as independent variables, low extraversion (introversion) and high neuroticism predicted the probable ADHD and severity of IGD symptoms was no longer a predictor. CONCLUSION: These findings suggest that the severity of IGD symptoms is related with the probable ADHD and low extraversion (introversion) and high neuroticism may have mediator effect on this relationship.Conference Object Citation - WoS: 30Citation - Scopus: 36Overcoming Public Speaking Anxiety of Software Engineers Using Virtual Reality Exposure Therapy(Springer-verlag Berlin, 2017) Gulec, Ulas; Gozcu, Mert Ali; O'Connor, Rory V.; Clarke, Paul M.; Nazligul, Merve Denizci; Yilmaz, MuratPublic speaking anxiety is a type of social phobia, which might be commonly seen in novice software engineers. It is usually triggered by a fear of social performance especially when the performer is unfamiliar with the audience. Today, many software engineering activities (e.g. code inspection, peer review, daily meetings, etc.) require social gatherings where individuals need to present their work. However, novice software engineers may not be able to reduce their performance anxiety during their course of education. In this study, we propose a virtual reality approach to construct a practice environment for improving novice software engineers' pubic speaking experiences. Consequently, we examine the effects of virtual reality intervention on the public speaking experience of six novice software engineers from a computer engineering department. We designed a virtual auditorium to simulate the presentation delivery environment and findings suggest that using this infrastructure for training purposes can reduce presenter anxiety levels - which is consistent with related published studies. We believe that this virtual auditorium environment can deliver benefits for students and practitioners alike in terms of addressing the anxiety that is often associated with early stage career presenters.Article Citation - WoS: 19Citation - Scopus: 18The Psychometric Properties of the Turkish Version of the Internet Gaming Disorder Scale(Kare Publ, 2017) Evren, Cuneyt; Dalbudak, Ercan; Topcu, Merve; Kutlu, Nilay; Evren, BilgeObjective: The main aim of the current study was to test the psychometric properties of the Internet Gaming Disorder Scale (IGDS), both the long (27-item) and short (9-item) polytomous versions, which are survey instruments that measure Internet gaming disorder (IGD) on the basis of the 9 criteria from the 5th edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Method: Participants were evaluated by applying the 27-item IGDS and the Young's Internet Addiction TestShort Form (YIAT-SF). The psychometric properties of the IGDS were tested through an online survey completed by volunteers who are university students in Ankara, active Internet game players, as well as individuals who are in the e-mail database of an Istanbul-based company which organizes e-sports tournaments. Results: A single component on the nine-item IGDS reached the criterion of an Eigenvalue greater than one (5.926), and the variance accounted for by this component was 65.85%. Confirmatory factor analyses demonstrated that the structural validity (i.e., the dimensional structure) of the nine-item IGDS was satisfactory. This short version of the scale was also reliable (i.e., internally consistent with Cronbach's a of 0.931) demonstrating good criterion-related validity, as indicated by positive correlations with time spent playing games, and the YIATSF score. Correlation between the 27-item IGDS and the nine-item IGDS was very high (n=457; r=0.988, p<0.001). Test-retest correlation for both the 27-item IGDS (n=261, r=0.759) and nine-item IGDS (n=261, r=0.756) were high. When the DSM-5 threshold for diagnosis (experiencing 5 or more criteria) was applied, the prevalence of disordered gamers ranged between 3.9% and 9.2%, according to the cutoff point chosen for each item. Conclusion: The results of the validity and reliability testing of the Turkish version of the nine-item IGDS were found to be similar to the findings of the original scale. These findings support the Turkish versions of the nine-item IGDS, which measure a unidimensional construct as being valid and reliable IGD screening instrument in determining IGD which can become problematic among young adults and also for the purposes of early diagnosis and use in other relevant research.Article Citation - WoS: 15Citation - Scopus: 15Psychometric Validation of the Turkish Gaming Disorder Test: a Measure That Evaluates Disordered Gaming According To the World Health Organization Framework(Aves, 2020) Evren, Cuneyt; Pontes, Halley M.; Dalbudak, Ercan; Evren, Bilge; Topcu, Merve; Kutlu, NilayBackground: Previous research on gaming disorder (GD) used psychometric tools, which evaluates according to the American Psychiatric Association (APA) diagnostic framework. The Gaming Disorder Test (GDT), a standardized measure to assess symptoms and prevalence of GD according to the World Health Organization (WHO) diagnostic framework. The main aim of the current study was to adapt the GDT to Turkish. Methods: In the present study participants were assessed with the GDT, the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), and the CAGE-Problematic Internet Use Questionnaire (CAGE-PIUQ). The factor structure of the scale was tested with Con.rmatory Factor Analysis (CFA), and reliability and validity analyses were conducted. Results: A sample of 932 Turkish gamers (58.3% male, mean age 23.64 years, SD=5.42) was recruited online. Confirmatory factor analyses demonstrated that the unidimensional factor structure of the GDT was satisfactory. The scale was also reliable (i.e., internally consistent with a Cronbach's alpha of 0.879) and showed adequate convergent and criterion-related validity, as indicated by statistically significant positive correlations between average time daily spent playing games (ATDSPG) during last year, IGDS9-SF and CAGE-PIUQ scores. By applying the International Classification of Diseases 11th edition (ICD-11) threshold for diagnosing GD (e.g., meeting all four criteria by answering them either with 'often' [4] or 'very often' [5]), it was found that the prevalence of GD is 1.9% (n = 18). Conclusions: Online gaming preference, ATDSPG and probable ADHD predicted the severity of disordered gaming. These findings support the Turkish version of the GDT as a valid and reliable tool for determining the extent of GD related problems among young adults and for the purposes of early GD diagnosis in clinical settings and similar research.Article Citation - WoS: 15Citation - Scopus: 16Psychometric Validation of the Turkish Motives for Online Gaming Questionnaire (Mogq) Across University Students and Video Game Players(Turkish Green Crescent Soc, 2020) Evren, Cuneyt; Evren, Bilge; Dalbudak, Ercan; Topcu, Merve; Kutlu, NilayThe main aim of the current study was to test the factor structure, reliability, and validity of the 27-Item Motives for Online Gaming Questionnaire (MOGQ), a standardized measure to assess seven types of motivation for online gaming. In the present study, participants were assessed with the MOGQ, the nine-item Internet Gaming Disorder Scale-Short Form (IGDS9-SF), and the Electronic Gaming Motives Questionnaire (EGMQ). The mean age and age at first gaming were lower and the socio-demographic factors such as male gender, living alone, having a game console, gaming more than usual in weekends, time spent on the gaming, having problems related with gaming, severity of IGD symptoms, and severity of online gaming motives were higher among the group of gamers than those in the group of students. Confirmatory factor analyses demonstrated that the six-factor structure (i.e., the dimensional structure) of the MOGQ was satisfactory for the Turkish version. The scale was also reliable (i.e., internally consistent with a Cronbach's alpha of 0.91 for coping/escape, 0.92 for recreation, 0.88 for fantasy, 0.91 for skill development, 0.87 for social, and 0.89 for competition) and showed adequate convergent and criterion-related validity, as indicated by statistically significant positive correlations with average time daily spent playing games during last year, IGDS9-SF, and EGMQ scores. These findings support the Turkish version of the MOGQ as a valid and reliable tool for determining the motives for online gaming among young adults.Article Citation - WoS: 12Citation - Scopus: 12Psychometric Validation of the Turkish Ten-Item Internet Gaming Disorder Test (igdt-10)(Kare Publ, 2020) Evren, Cuneyt; Evren, Bilge; Dalbudak, Ercan; Topcu, Merve; Kutlu, NilayObjective: The main aims of the current study were to test the factor structure, reliability and validity of the Ten-Item Internet Gaming Disorder Test (IGDT-10), a standardized measure to assess symptoms and prevalence of internet gaming disorder (IGD). Method: In the present study, participants were assessed with the IGDT-10, the nine-item IGD Scale - Short Form (IGDS9-SF), and the Motives for Online Gaming Questionnaire (MOGQ). Results: Confirmatory factor analysis showed that the IGDT-10's one-factor structure (i.e., dimensional structure) was satisfactory. The scale was also reliable (i.e., internally consistent with a Cronbach's alpha of 0.79) and showed adequate convergent and criterion-related validity as shown by positive correlations between average daily time spent playing games over the past year and IGDS9-SF and MOGQ scores. By applying the DSM-5 threshold to diagnose IGD (meeting at least five criteria), the incidence of individuals with IGD was found to be 7.4% (n=56) in the entire sample. Conclusion: These results demonstrate the Turkish version of the IGDT-10 to be a valid and reliable instrument for determining the magnitude of problems associated with IGD among young adults and for early diagnosis of IGD in clinical environments and comparable studies.Article Citation - WoS: 2Citation - Scopus: 1Relations Among Emotional Mood State Personality Dimensions and Social Desirability in Older Adults(Gunes Kitabevi Ltd Sti, 2018) Kaynak, HandeIntroduction: Previous studies have shown that older adults report higher levels of positive affect (PA). Studies in the context of the five-factor model of personality have also noted the age-related changes in personality. However, the possible influence of personality on emotional state needs further investigation in older adulthood. This study examines relations among personality traits, social desirability, and positive/negative affectivity in conjunction with aging. Materials and Method: A total of 123 volunteers (62 young and 61 older adults) was participated in the study. A cross-design was used with consecutive sampling. All participants had higher education. Participants completed the Positive and Negative Affect Schedule as a measure of emotional state. Thereafter, they rated the degree to which each item described themselves on the Five-Factor Personality Inventory, which measures personality dimensions and social desirability. Results: Independent t-tests were conducted to compare young and older adults in terms of affectivity and personality. Findings revealed that older adults reported less negative affect (NA) compared with young adults. Older adults scored higher on agreeableness, conscientiousness, and social desirability, whereas young adults scored higher on extraversion and neuroticism. Based on correlational results, neuroticism was negatively correlated with extraversion, social desirability, and PA in older adults. Analyses of variance showed that conscientiousness, neuroticism, and social desirability impacted positive/negative affectivity. Conclusion: The results indicated that neuroticism proved to be the most important factor on emotional well-being. Older adults low on neuroticism experienced less NA. Furthermore, conscientiousness and social desirability had strong effects on PA indicating that the age-related differences found in affectivity might not only be attributable to age-related changes in personality, but also partly attributable to age-related increases in social desirability.Article Citation - WoS: 9Citation - Scopus: 9Relationship Between Internet Gaming Disorder Symptoms With Attention Deficit Hyperactivity Disorder and Alexithymia Symptoms Among University Students(Turkish Green Crescent Soc, 2020) Evren, Bilge; Dalbudak, Ercan; Topcu, Merve; Kutlu, Nilay; Elhai, Jon D.; Evren, CuneytThe aim of the present study was to evaluate the relationship between Internet gaming disorder (IGD) symptom severity with probable attention deficit hyperactivity disorder (ADHD) and alexithymia symptoms, while controlling anxiety and depression symptoms. The cross-sectional online study was conducted with 987 volunteer university students in Ankara, Turkey. Age was lower and first. Internet use was earlier among the group with probable ADHD (n=166, 16.8%) than that without (n=821, 83.2%). There were no significant differences in gender or romantic relationship status between these groups, whereas the scale scores, duration of daily Internet gaming, and problems related to Internet gaming were higher in the probable ADHD group. Probable AMID, continuous scores on alexithymia (particularly "difficulty identifying feelings" [DIF] and "externally oriented thinking" [EOT] dimensions), depression, and anxiety symptoms were associated with higher severity of IGD symptoms. ADHD, alexithymia (as a binary variable), depression, and anxiety predicted the severity of IGD symptoms, although these effects involving probable ADHD and alexithymia did not interact. These findings suggest that probable AMID and both the severity of alexithymia (particularly DIF and EOT dimensions) and presence of probable alexithymia are related with the severity of IGD symptoms, even when controlling the effects of depression and anxiety, among university students.Article Citation - WoS: 4Citation - Scopus: 5The Relationship Between Probable Adhd and Playing Mmorpgs With the Severity of Disordered Gaming: The Effect of Gaming Motivations(Kare Publ, 2021) Evren, Cuneyt; Evren, Bilge; Dalbudak, Ercan; Topcu, Merve; Kutlu, NilayObjective: The main aim of the present study was to consider the impact of gaming motivations among young adults when evaluating the relationship between probable attention deficit hyperactivity disorder (ADHD) and massively multiplayer online role-playing games (MMORPGs), with disordered gaming. Method: In the present study, participants were assessed with the Adult ADHD Self-Report Scales (ASRS-v1.1), the Motives for Online Gaming Questionnaire (MOGQ), and the nine-item Internet Gaming Disorder Scale-Short Form (IGDS9-SF). Results: Participants with probable ADHD (n=143,19.2%) and without probable ADHD (n=602, 80.8%) did not differ according to the current age, gender, presence of romantic relationship, marital status, where and with whom they are living, employment status and time spent on the gaming. Compared to participants without probable ADHD, those with probable ADHD had higher rates of having a game console, purchasing games, gaming more than usual on weekends, having problems related to gaming, probable internet gaming disorder (IGD) according to IGDS9-SF cut-off score and higher scales scores (IGDS9-SF and MOGQ), whereas they had a lower age at first gaming. Among different game types, those with probable ADHD were gaming more with multiplayer online battle arena games, social network games, music games, MMORPGs, sports games/car games, and horror-themed/survival games. Scores of all six types of gaming motives were higher among those with probable ADHD, and among them coping/escape, social, skill development, and fantasy distinguished the presence of probable ADHD. In the ANCOVA analysis, the presence of probable ADHD and the use of MMORPGs (as well as online gaming motives [coping/escape, recreation, fantasy, social and competition]) predicted the severity of IGD symptoms, and also these effects also interacted, involving probable ADHD and using MMORPGs. Conclusion:These findings suggest that those with probable ADHD may have different gaming characteristics than those without probable ADHD. Probable ADHD and using MMORPGs are related to the severity of disordered gaming, along with almost all type of online gaming motivations. Also, the effects of probable ADHD and MMORPGs use interacted with each other.Article Citation - WoS: 11Citation - Scopus: 12Relationship of Internet Gaming Disorder Severity With Symptoms of Anxiety, Depression, Alexithymia, and Aggression Among University Students(Kare Publ, 2019) Evren, Cuneyt; Evren, Bilge; Dalbudak, Ercan; Topcu, Merve; Kutlu, NilayObjective: The aim of the present study was to evaluate the relationship of Internet gaming disorder severity with alexithymia and aggression among university students, while controlling for effects of anxiety and depressive symptoms. Method: The study was conducted with an online survey among 987 volunteer university students in Ankara. Participants were evaluated by administering the Toronto Alexithymia Scale (TAS-20), the Buss-Perry Aggression Questionnaire (BPAQ), the Internet Gaming Disorder Scale-Short-Form (IGDS9-SF), and the depression and anxiety subscales of the 90-Item Symptom Checklist-Revised (SCL-90-R). Results: Scores for the different scales mildly correlated with one other. In hierarchical linear regression analysis, both alexithymia (particularly the dimensions "difficulty identifying feelings" [DIF] and "externally-oriented thinking" [EOT]) and aggression (physical aggression) predicted the severity of Internet gaming disorder symptoms, together with severity of depressive symptoms. Conclusion: These findings suggest that among university students, the severity of alexithymia, particularly in its dimensions DDF and EOT, is related with the severity of Internet gaming disorder, together with aggression, particularly physical aggression, and depression.

