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- DüzeltmeAçık Erişim2026Scopus SJRQ2Corrigendum to “Life satisfaction and problematic online gaming among young adults: the mediating roles of depression, anxiety, and stress” [Entertain. Comput. 58 (2026) 101206]
Bekir, Seyhan; Yayla, İbrahim Erdoğan; Makas, Samet; Manci, Egemen; Yıldırım, Murat
The authors regret that “The authors regret that the Ethics Committee date and approval number were incorrectly reported in the Methods section of the published article. The incorrect information has been removed from the Methods section, as the correct Ethics Committee approval details are already provided in the Ethical Approval section of the article. The authors would like to apologise for any inconvenience caused”. The authors would like to apologise for any inconvenience caused.
- MakaleAçık Erişim2025Scopus SJRQ1Moderated Mediation in Problematic Digital Gaming Among Adolescents: Self-Esteem, Social Anxiety, Self-Concealment, and Sensation Seeking
Yayla, İbrahim Erdoğan; Makas, Samet; Koçak, Lokman; Yıldırım, Murat; Dombak, Kübra
Background: Problematic digital gaming among adolescents is a common behavioral issue that has negative consequences on school functioning and mental health. Theoretically, it is predicted that low self-esteem paves the way for problematic gaming by increasing social anxiety and self-concealment; this indirect pathway may be stronger in sensation seeking adolescents. Aims: The aim of this study is to examine the relationship between self-esteem and problematic digital gaming among adolescents, first through the PROCESS Model 6 in terms of social anxiety and self-concealment as mediators, and subsequently through Model 89 in terms of moderated mediation by sensation seeking. Method: The sample consisted of 448 Turkish adolescents (243 (54.2%) males, 205 (45.8%) females) aged between 13 and 18 years (M = 15.9). Participants completed the Game Addiction Scale for Adolescents—Short Form, Rosenberg Self-Esteem Scale, Self-Concealment Scale, Brief Sensation Seeking Scale and the Social Anxiety Scale-8. Results: A significant negative relationship was found between self-esteem and problematic digital gaming. Social anxiety and self-concealment fully mediated this relationship (indirect effects were significant). Sensation seeking conditioned the mediation by strengthening pathways to problematic digital gaming (moderated mediation was significant). The indirect effect was greater in those with high sensation seeking. Conclusions: The findings indicate that the negative effect, ranging from self-esteem to problematic digital gaming, progresses through social anxiety and self-concealment, and that this mediation is strengthened in adolescents with high sensation seeking. These results emphasize the need to integrate social anxiety reduction and self-expression skills into interventions in a target-sensitive manner, taking into account differences in sensation seeking.
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- MakaleAçık Erişim2024Scopus SJRQ3Fear of missing out mediated the relationship between social appearance anxiety and phubbing in Turkish adults
Batmaz, Hasan; Çelik, Eyüp; Koçak, Lokman; Nur Tufan, Beyza; Makas, Samet; Yıldırım, Murat
The existing body of research lacks investigations into the potential links between fear of missing out (FOMO), social appearance anxiety, and phubbing. For the first time, this study examined the mediating role of FOMO in the relationship between phubbing and social appearance anxiety. Participants included 341 Turkish adults (Mage = 28.25, SD = 8.02) and completed the measures of FOMO, social appearance anxiety, and phubbing. Results showed that social appearance anxiety was positively related to FOMO and phubbing. Also, FOMO was positively associated with phubbing. The results of the mediation analysis indicated that FOMO partially mediated the association of social appearance anxiety with phubbing. These results suggest that social appearance anxiety exacerbates the FOMO, which in turn leads to an increased level of phubbing. These findings have significant implications for both research and practice.
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