Psikoloji Bölümü Yayın Koleksiyonu

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

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Now showing 1 - 7 of 7
  • 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: 12
    Internet Gaming Disorder and Treatment Approaches: a Systematic Review
    (Turkish Green Crescent Soc, 2018) Nazligul, Merve Denizci; Bas, Samet; Akyuz, Zeynep; Yorulmaz, Orcun
    The 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
    Relationship of internet gaming disorder severity with symptoms of anxiety, depression, alexithymia, and aggression among university students
    (Yerküre Tanıtım & Yayıncılık Hizmetleri, 2019) Evren, Cüneyt; 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: 36
    Citation - Scopus: 45
    Relationships of Internet Addiction and Internet Gaming Disorder Symptom Severities With Probable Attention Deficit/Hyperactivity Disorder, Aggression and Negative Affect Among University Students
    (Springer Wien, 2019) Evren, Cuneyt; Evren, Bilge; Dalbudak, Ercan; Topcu, Merve; Kutlu, Nilay
    The aim of the present study was to evaluate relationships of Internet addiction (IA) and Internet gaming disorder (IGD) symptom severities with probable attention deficit/hyperactivity disorder (ADHD) and aggression among university students, while controlling the effects of anxiety and depressive symptoms. The study was conducted with online survey among 1509 volunteered university students in Ankara who regularly use the Internet, among whom we conducted analyses related with IA. Among these students, 987 of them, who play video games, were included in the analyses related with IGD. Correlation analyses revealed that the severities of the scale scores were mildly correlated with each other both among students who regularly use the Internet and students who play video games. Probable ADHD was associated with the severity of IA symptoms, together with depression and aggression, particularly physical aggression and hostility, in ANCOVA analyses. Similarly probable ADHD was also associated with the severity of IGD symptoms, together with depression and aggression, particularly physical aggression, anger and hostility, in ANCOVA analyses. These findings suggest that the presence of probable ADHD is related with both severity of IA and IGD symptoms, together with aggression and depression.
  • Article
    Citation - WoS: 20
    Citation - Scopus: 20
    Neuroticism 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, Nilay
    OBJECTIVES: 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.
  • Article
    Citation - WoS: 75
    Citation - Scopus: 77
    Psychometric Validation of the Turkish Nine-Item Internet Gaming Disorder Scale-Short Form (igds9-Sf)
    (Elsevier Ireland Ltd, 2018) Evren, Cuneyt; Dalbudak, Ercan; Topcu, Merve; Kutlu, Nilay; Evren, Bilge; Pontes, Halley M.
    The main aims of the current study were to test the factor structure, reliability and validity of the nine-item Internet Gaming Disorder Scale-Short Form (IGDS9-SF), a standardized measure to assess symptoms and prevalence of Internet Gaming Disorder (IGD). In the present study participants were assessed with the IGDS9-SF, nine-item Internet Gaming Disorder Scale (IGDS) and the Young's Internet Addiction Test-Short Form (YIAT-SF). Confirmatory factor analyzes demonstrated that the factor structure (i.e., the dimensional structure) of the IGDS9-SF was satisfactory. The scale was also reliable (i.e., internally consistent with a Cronbach's alpha of 0.89) and showed adequate convergent and criterion-related validity, as indicated by statistically significant positive correlations between average time daily spent playing games during last year, IGDS and YIAT-SF scores. By applying the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) threshold for diagnosing IGD (e.g., endorsing at least five criteria), it was found that the prevalence of disordered gamers ranged from 0.96% (whole sample) to 2.57% (e-sports players). These findings support the Turkish version of the IGDS9-SF as a valid and reliable tool for determining the extent of IGD-related problems among young adults and for the purposes of early IGD diagnosis in clinical settings and similar research.
  • 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.