Psikoloji Bölümü Yayın Koleksiyonu
Permanent URI for this collectionhttps://hdl.handle.net/20.500.12416/417
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Conference Object Comorbidity With Bipolar Disorder and Its Adverse Effects on Caregivers - a Literature Review(John Wiley & Sons Ltd, 2023) Bulut, Merve; Soylu, Gul Cagla; Topcu, Merve; PsikolojiArticle Severity of Internet gaming disorder symptoms might be related with the body mass index(2018) Evren, Cüneyt; Evren, Bilge; Dalbudak, Ercan; Topcu, Merve; Kutlu, NilayBook Part The Sims oyununda para hileleri kullanan ve gündelik yaşantısında yoksulluk sorunu olan genç bireylerin öznel iyi oluşlarının değerlendirilmesi(Akademisyen Kitabevi, 2020) Topcu, MerveArticle 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: 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, Nilay; Topcu-bulut, MerveObjective: 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.Article Citation - WoS: 16Citation - Scopus: 16Measuring Dysfunctional Grief Due To a Covid-19 Loss: a Turkish Validation Study of the Pandemic Grief Scale(Routledge Journals, Taylor & Francis Ltd, 2022) Evren, Cuneyt; Evren, Bilge; Dalbudak, Ercan; Topcu, Merve; Kutlu, NilayThe global death toll to date of the COVID-19 pandemic has been enormous, and millions of people are grieving these losses. The aim of the current study is to validate a Turkish version of the Pandemic Grief Scale (PGS), which is a brief English-language mental health screener to identify probable cases of dysfunctional grief associated with a COVID-19 death. Participants were assessed using the PGS, Patient Health Questionnaire-4 (PHQ-4) and Work and Social Adjustment Scale (WSAS). We surveyed 758 Turkish native speakers who participated online. Confirmatory factor analysis showed that the factor structure of the PGS was satisfactory. The scale was internally consistent with a Cronbach's alpha of 0.77 and a composite reliability of 0.90. The PGS demonstrated construct validity with strong correlations with suicidal ideation and substance use coping. Positive correlations of the PGS with the PHQ-4 and the WSAS demonstrated adequate convergent validity. The PGS discriminates well between persons with and without dysfunctional grief using an optimized cut score of >= 3 (89% sensitivity and 72% specificity). The PGS also demonstrates incremental validity by explaining most of the variance (43%) in functional impairment due to a COVID-19 loss beyond measures of depression and generalized anxiety. These findings closely replicate the original validation study on the PGS in English and suggest that the current Turkish version of the PGS is a valid and reliable measure to assess the severity of dysfunctional grief associated with a COVID-19 death.Book Part Pamuk Prenses Karakterinin Benlik Gelişiminin Mahler’in Kuramına Göre İncelenmesi(2020) Topcu, Merve; Şentürk, A.; Oktay, S.; Yetkinler, İ.; Çetinkaya, M. C.Article Citation - WoS: 16Citation - Scopus: 16Severity 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: 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.
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