The relationships between the digital game addiction, alexithymia and metacognitive problems in adolescents
Autor: | Burcu Göksan Yavuz, Ayca Cimendag, Mesut Yavuz, Merve Gunduz, Selcan Arslandogdu, Narmin Nurullayeva |
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Přispěvatelé: | Acibadem University Dspace |
Rok vydání: | 2019 |
Předmět: |
game addiction
Adolescent lcsh:RC435-571 Addiction media_common.quotation_subject ergen Metacognition medicine.disease Psychiatry and Mental health lcsh:Therapeutics. Psychotherapy lcsh:RC475-489 üst biliş Alexithymia lcsh:Psychiatry medicine aleksitimi alexithymia Psychology metacognition oyun bağımlılığı media_common Clinical psychology |
Zdroj: | Klinik Psikiyatri Dergisi, Vol 22, Iss 3, Pp 254-259 (2019) |
Popis: | INTRODUCTION[|]Digital game addiction has become a diffuse problem among adolescents. The aim of this study is to investigate the relationships between digital game addiction, alexithymia personality traits and metacognitive problems in adolescents. [¤]METHODS[|]664 adolescents (51% male, n=339, 49% female, n=325) from three secondary school in Istanbul were included in this study. The mean age of male and female participants was 12.89+-1.29, and 12.58+-1.53 respectively. Digital game addiction scale for children (DGASFC), 20 item Toronto alexithymia scale (TAS-20), and the metacognition questionnaire for children and adolescents (MCQ-C) were applied to participants. The correlation coefficients between the scales were analyzed with Spearmen's rank order correlation test. The predictability of TAS-20 and MCQ-C subscale scores, gender and age on the status of digital game addiction was tested with binary logistic regression analysis.[¤]RESULTS[|]There were positive correlations between DGASFC and TAS-20 total (r=.275), factor 1 (r=.250), factor 2 (r=.159), factor 3 (r=.175) scores, and MCQ-C total (r=.180) and factor 1 (r=.109) scores. Results of the binary regression analysis revealed that TAS-20 factor 1 and factor 3, and MCQ-C factor 1 scores, and the gender predict the status of digital game addiction, significantly.[¤]DISCUSSION AND CONCLUSION[|]It is suggested that addressing the problems of identifying and expressing the emotions, and metacognitive problems may increase the treatment success of the adolescents presenting with digital game addiction. [¤] |
Databáze: | OpenAIRE |
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