Psikoloji Bölümü Yayın Koleksiyonu

Permanent URI for this collectionhttps://hdl.handle.net/20.500.12416/417

Browse

Search Results

Now showing 1 - 6 of 6
  • Article
    Citation - WoS: 4
    Citation - Scopus: 5
    The 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, Nilay; Topcu-bulut, Merve
    Objective: 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: 11
    Citation - Scopus: 12
    Relationship 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, Nilay
    Objective: 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.
  • Article
    Citation - WoS: 16
    Citation - Scopus: 16
    Severity of Dissociative Experiences and Emotion Dysregulation Mediate the Relationship Between Childhood Trauma and Internet Addiction Symptom Severity Among Young Adults
    (Kare Publ, 2019) Evren, Cuneyt; Evren, Bilge; Dalbudak, Ercan; Topcu, Merve; Kutlu, Nilay; Elhai, Jon D.
    Objective: The first aim of the present study was to evaluate the relationship between childhood trauma and Internet addiction (IA) symptom severity. The second aim was to evaluate the mediator effects of dissociative experiences and emotion dysregulation on this relationship. Method: We conducted the study using an online survey with 920 university student participants. Participants were evaluated with the Internet Addiction Test (IAT), Dissociative Experiences Scale (DES), Childhood Trauma Questionnaire (CTQ-28), and Difficulties in Emotion Regulation Scale (DERS). Results: Compared with participants evidencing low IA risk (n=806, 87.6%), those with high IA risk (n=114, 12.4%) had a longer duration of daily Internet use and a higher rate of problems related to Internet use. The high IA risk group was connected to the Internet less through a smartphone and more through computer use. In addition, scale scores (DES, DERS and CTQ-28) were higher among the group with high IA risk. Scale scores were mildly to moderately correlated with each other. In linear regression analysis, childhood trauma (particularly emotional abuse and physical neglect) was related to severity of IA symptoms. Severity of dissociative experiences and emotion dysregulation mediated the childhood trauma-IA symptom relationship. Conclusion: These findings suggest relations between the severity of childhood trauma, particularly emotional abuse and physical neglect dimensions, and severity of IA symptoms among Turkish young adults. Severity of dissociative experiences and emotion dysregulation may also partially mediate this relationship.
  • Article
    Citation - WoS: 12
    Citation - Scopus: 12
    Psychometric Validation of the Turkish Ten-Item Internet Gaming Disorder Test (igdt-10)
    (Kare Publ, 2020) Evren, Cuneyt; Evren, Bilge; Dalbudak, Ercan; Topcu, Merve; Kutlu, Nilay
    Objective: 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: 13
    Citation - Scopus: 14
    Relationship of Internet Gaming Disorder Symptom Severity With Non-Suicidal Self-Injury Among Young Adults
    (Kare Publ, 2020) Evren, Cuneyt; Evren, Bilge; Dalbudak, Ercan; Topcu, Merve; Kutlu, Nilay
    Objective: The aim of the present study was to evaluate the relationship of Internet gaming disorder (IGD) symptom severity with non-suicidal self-injury (NSSI) while controlling the effects of depression, anxiety and neuroticism among young adults. Method: The present study was conducted as a cross-sectional online self-report survey. The data were collected from 1010 volunteer Turkish university students in Ankara, persons who were in the e-mail database of a company located in Istanbul that organizes e-sports tournaments (ESL Turkey Amateur e-sport players), and Turkish gamers from gaming forums. Participants were evaluated by administering the IGD Scale-Short Form (IGDS-SF), the neuroticism dimension of the Eysenck Personality Questionnaire Revised-Abbreviated Form, the Beck Anxiety Inventory, and the Beck Depression Inventory. Results: Age and gender did not differ between participants with NSSI (n=207, 20.5%) and those without NSSI (n=803, 79.5%). IGDS9-SF, depression, anxiety, and neuroticism scores were higher among individuals with NSSI. In logistic regression analysis, severity of IGD predicted the presence of NSSI, together with depression, anxiety, and neuroticism. Conclusion: These findings suggest that the severity of IGD in young adults is related with the presence of NSSI, together with depression, anxiety, and neuroticism. Thus, early detection and treatment of these risk factors is important for reducing self-injurious behavior in this age group.
  • Article
    Citation - WoS: 19
    Citation - Scopus: 18
    The Psychometric Properties of the Turkish Version of the Internet Gaming Disorder Scale
    (Kare Publ, 2017) Evren, Cuneyt; Dalbudak, Ercan; Topcu, Merve; Kutlu, Nilay; Evren, Bilge
    Objective: 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.