Sürdürülebilir Kalkınma Amaçları

Yazarlar

  • MakaleAçık Erişim2026Scopus SJRQ1
    The association of psychological need dissatisfaction with problematic digital gaming: Mediating roles of EPOCH well-being and resilience in adolescents

    Yayla, Ibrahim Erdogan; Makas, Samet; Gomez-Salgado, Juan; Bayrakci, Cansu; Dombak, Kubra; Çelik, Eyup; Yildirim, Murat

    Drawing on self-determination theory, this study examines how EPOCH well-being and resilience mediate the relationship between dissatisfaction with psychological needs and problematic digital gaming. Data were collected via questionnaires from 647 adolescents aged 13-19 (M = 15.80, SD = 1.10), 55.8% of whom were girls, using a convenience sampling method. Structural equation modeling was employed to test the proposed hypotheses. Results indicate a significant positive association between dissatisfaction with psychological needs and problematic digital gaming. Moreover, both EPOCH well-being and resilience were found to mediate this relationship. By highlighting the role of psychological resources in adolescence, this study makes novel theoretical and practical contributions to understanding the associations between psychological need dissatisfaction and problematic digital gaming. This is a cross-sectional study, which limits the generalization of the research results. The participants are adolescents attending middle schools in some rural areas of T & uuml;rkiye, which limits the generalizability of the research results to adolescents in other parts of T & uuml;rkiye and the world. Additionally, research data were obtained through self-report scales. This may lead adolescents to respond in line with their developmental perceptions of social desirability.

    • SDG 3 · Sağlık ve Kaliteli Yaşam
  • MakaleAçık Erişim2025Scopus SJRQ1
    Difficulties in Emotion Regulation as a Mediator and Gender as a Moderator in the Relationship Between Problematic Digital Gaming and Life Satisfaction Among Adolescents

    Yayla, İbrahim Erdoğan; Dombak, Kübra; Diril, Sena; Düşünceli, Betül; Çelik, Eyüp; Yildirim, Murat

    Background: Problematic digital gaming has emerged as a significant behavioral concern among adolescents, with potential implications for well-being. Understanding the mechanisms through which problematic digital gaming affects life satisfaction and how these mechanisms may differ by gender is important for targeted interventions. Aims: This study aimed to investigate the mediating role of difficulties in emotion regulation and the moderating role of gender in the relationship between problematic digital gaming and life satisfaction among adolescents. Method: The sample consisted of 458 Turkish adolescents (232 females, 50.7%) aged between 14 and 18 years (M = 16.27). Participants completed the Game Addiction Scale for Adolescents—Short Form, the Life Satisfaction Scale, and the Difficulties in Emotion Regulation Scale—8. Results: Problematic digital gaming was found to have a significant negative association with life satisfaction. Difficulties in emotion regulation significantly mediated the relationship between problematic digital gaming and life satisfaction. Furthermore, gender moderated this mediation effect, with difficulties in emotion regulation being more pronounced among males than females. Conclusions: The findings highlight the importance of emotional regulation in understanding the negative impact of problematic digital gaming on adolescents’ life satisfaction, particularly among males. These results suggest the need for gender-sensitive approaches in interventions aimed at improving emotion regulation skills and reducing problematic gaming behavior.

    • SDG 3 · Sağlık ve Kaliteli Yaşam
    AtıfScopus6WoS7OpenAlex9
    ScopusWeb of SciencePubMedİncele
  • MakaleAçık Erişim2025Scopus SJRQ1
    Moderated 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.

    • SDG 3 · Sağlık ve Kaliteli Yaşam
    AtıfScopus2WoS2OpenAlex3
    ScopusWeb of SciencePubMedİncele