TR-Dizin İndeksli Yayınlar Koleksiyonu
Permanent URI for this collectionhttps://hdl.handle.net/20.500.12416/8652
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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 İnternet Oyun Oynama Bozukluğu Ölçeği Türkçe Versiyonunun Psikometrik Özellikleri(2017) Evren, Cuneyt; Evren, Bilge; Topcu-bulut, Merve; Kutlu, Nilay; Dalbudak, Ercanİnternet Oyun Oynama Bozukluğu Ölçeği Türkçe versiyonunun psikometrik özellikleri Amaç: Bu çalışmanın temel amacı İnternet Oyun Oynama Bozukluğunu (İOOB) ölçmek için değerlendirme araçları olan ve Zihinsel Bozuklukların Teşhis ve İstatistik El Kitabı'nın (DSM-5) beşinci baskısından kaynaklanan 9 ölçüte dayanarak değerlendiren, hem uzun (27 madde) hem de kısa (9 maddelik) çoklu cevaplı İnternet Oyun Oynama Bozukluğu Ölçeği (İOOBÖ) versiyonlarının psikometrik özelliklerini test etmektir. Yöntem: Katılımcılar 27 maddelik İOOBÖ ve Young'ın İnternet Bağımlılığı Testi Kısa Formu (YİBT-KF) kullanılarak değerlendirildi. İOOBÖ'nin psikometrik özellikleri, Ankara'daki gönüllü üniversite öğrencileri ile İnternet'te oyun oynayan ve e-spor turnuvaları düzenleyen İstanbul'da bulunan bir şirketin e-posta veritabanında bulunan kişiler arasında çevrimiçi anketle test edildi.Bulgular: Dokuz maddeli İOOBÖ'de tek bileşen, birden büyük (5.926) bir özdeğer değeri gösterdi ve bu bileşen tarafından hesaplanan varyans %65.85 idi. Doğrulayıcı faktör analizleri dokuz maddeli İOOBÖ'nin yapısal geçerliliğinin (yani boyutsal yapısının) tatminkar olduğunu ortaya koymuştur. Ölçeğin bu kısa versiyonu ayrıca güvenilir (Cronbach'ın alfası 0.931) ve oyun oynamak için harcanan süre ve YİBT-KF puanı ile pozitif korelasyonlar gösterdiğinden iyi ölçüt-ilişkili geçerlilik göstermiştir. 27 madde İOOBÖ ile dokuz-madde İOOBÖ arasındaki korelasyon çok yüksekti (n=457; r=0.988, p<0.001). Hem 27 madde İOOBÖ (n=261, r=0.759) hem de dokuz madde İOOBÖ (n=261, r=0.756) için test-tekrar test korelasyonu yüksektir. Teşhis için (5 veya daha fazla ölçüt yaşanması) DSM-5 eşiği uygulanıyorsa, her bir madde için seçilen kesme noktasına göre bozukluk olan oyuncuların yaygınlığı %3.9 ile %9.2 arasında değişiyordu.Sonuç: Dokuz maddeli İOOBÖ'nin Türkçe versiyonunun geçerlik ve güvenirlik değerlendirmesinin sonuçları orijinal ölçeğin bulguları ile benzer bulunmuştur. Bu bulgular, tek yönlü bir yapı ölçen dokuz maddeli İOOBÖ'nin Türkçe versiyonunun, genç yetişkinler arasında problem oluşturan İOOB'yi belirlemede ve ayrıca erken teşhis ve diğer ilgili araştırmalarda kullanılabilecek geçerli ve güvenilir İOOB tarama aracı olduğunu desteklemektedirArticle 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: 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.Article Citation - WoS: 13Citation - Scopus: 14Relationship 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, NilayObjective: 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: 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, Cuneyt; Topcu Bulut, Merve; Topcu-bulut, MerveThe 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: 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, Nilay; Topcu-bulut, MerveThe 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.
