<?xml version="1.0" encoding="UTF-8"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-10-29T23:51:45Z</responseDate><request verb="GetRecord" identifier="oai:bayburt-rdlopen.rawdatalibrary.net:bayburt/12664" metadataPrefix="oai_dc">https://bayburt-rdlopen.rawdatalibrary.net/oai/request</request><GetRecord><record><header><identifier>oai:bayburt-rdlopen.rawdatalibrary.net:bayburt/12664</identifier><datestamp>2026-10-29T19:42:40Z</datestamp><setSpec>openaire</setSpec><setSpec>com_bayburt_10000</setSpec><setSpec>col_bayburt_10001</setSpec><setSpec>com_bayburt_10007</setSpec><setSpec>col_bayburt_10218</setSpec></header><metadata><oai_dc:dc xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd"><dc:title>Life satisfaction and problematic online gaming among young adults: the mediating roles of depression, anxiety, and stress</dc:title><dc:creator>Bekir, Seyhan</dc:creator><dc:creator>Yayla, İbrahim Erdoğan</dc:creator><dc:creator>Makas, Samet</dc:creator><dc:creator>Manci, Egemen</dc:creator><dc:creator>Yildirim, Murat</dc:creator><dc:subject>anxiety</dc:subject><dc:subject>depression</dc:subject><dc:subject>life satisfaction</dc:subject><dc:subject>problematic online gaming</dc:subject><dc:subject>stress</dc:subject><dc:description>Objective: Problematic online gaming has emerged as a growing concern among young adults, often linked to reduced well-being and increased mental health problems. This study aimed to investigate whether depression, anxiety, and stress mediate the relationship between life satisfaction and problematic online gaming among young adults. Method: A total of 336 Turkish students participated in this cross-sectional study by completing self-reported measures of life satisfaction, depression, anxiety, stress, and problematic online gaming via an online survey. Results: Results indicate that lower life satisfaction related to higher levels of stress and depression, which in turn increase problematic online gaming behaviors. In contrast, anxiety did not have a significant mediating role, since its confidence interval included zero. Conclusions: In conclusion, both direct and indirect associations were found between lower life satisfaction and problematic online gaming, through stress and depression. Anxiety was not found to have a significant mediating effect in this relationship. These findings suggest that interventions aimed at enhancing life satisfaction and reducing psychological suffering could help to prevent such behavior.</dc:description><dc:publisher>Elsevier B.V.</dc:publisher><dc:date>2026</dc:date><dc:type>Article</dc:type><dc:identifier>https://rdlopen.rawdatalibrary.net/r/bayburt/12664</dc:identifier><dc:identifier>https://doi.org/10.1016/j.entcom.2026.101206</dc:identifier><dc:identifier>1875-9521</dc:identifier><dc:language>en</dc:language><dc:relation>Entertainment Computing</dc:relation><dc:rights>info:eu-repo/semantics/closedAccess</dc:rights><dc:type>info:eu-repo/semantics/article</dc:type><dc:identifier>https://bayburt-rdlopen.rawdatalibrary.net/tr/items/bayburt/12664</dc:identifier></oai_dc:dc></metadata></record></GetRecord></OAI-PMH>