Life satisfaction and problematic online gaming among young adults: the mediating roles of depression, anxiety, and stress
Özet
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.
Anahtar Kelimeler
- Scopus
- 0
- WoS
- 1
- OpenAlex
- 0
Tam Kayıt
| Alan | Değer | Dil |
|---|---|---|
| dc.contributor.author | Bekir, Seyhan | |
| dc.contributor.author | Yayla, İbrahim Erdoğan | |
| dc.contributor.author | Makas, Samet | |
| dc.contributor.author | Manci, Egemen | |
| dc.contributor.author | Yildirim, Murat | |
| dc.date.accessioned | 2026-10-29T19:09:52.443429885Z | |
| dc.date.available | 2026-10-29T19:09:52.443429885Z | |
| dc.date.issued | 2026 | |
| dc.description.abstract | 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.identifier.articlenumber | 101206 | |
| dc.identifier.doi | 10.1016/j.entcom.2026.101206 | |
| dc.identifier.eissn | 1875-953X | |
| dc.identifier.issn | 1875-9521 | |
| dc.identifier.scopus | 2-s2.0-105046974306 | |
| dc.identifier.uri | https://rdlopen.rawdatalibrary.net/r/bayburt/12664 | |
| dc.identifier.volume | 58 | |
| dc.identifier.wos | WOS:001849394200001 | |
| dc.language.iso | en | |
| dc.publisher | Elsevier B.V. | |
| dc.relation.ispartof | Entertainment Computing | |
| dc.rights | info:eu-repo/semantics/closedAccess | |
| dc.subject | anxiety | |
| dc.subject | depression | |
| dc.subject | life satisfaction | |
| dc.subject | problematic online gaming | |
| dc.subject | stress | |
| dc.subject.classification | Computer Science, Cybernetics | |
| dc.subject.classification | Computer Science, Interdisciplinary Applications | |
| dc.subject.classification | Computer Science, Software Engineering | |
| dc.subject.classification | Computer Science | |
| dc.subject.other | Behavioral research | |
| dc.subject.other | Data mining | |
| dc.subject.other | Engineering education | |
| dc.subject.other | Anxiety | |
| dc.subject.other | Cross-sectional study | |
| dc.subject.other | Depression | |
| dc.subject.other | Life satisfaction | |
| dc.subject.other | Mediating roles | |
| dc.subject.other | Mental health | |
| dc.subject.other | Problematic online gamings | |
| dc.subject.other | Turkishs | |
| dc.subject.other | Well being | |
| dc.subject.other | Young adults | |
| dc.subject.other | Stresses | |
| dc.title | Life satisfaction and problematic online gaming among young adults: the mediating roles of depression, anxiety, and stress | |
| dc.type | Article | |
| rdl.citation.openalex | 0 | |
| rdl.citation.scopus | 0 | |
| rdl.citation.wos | 1 | |
| rdl.oa.status | hybrid | |
| rdl.oa.status | closed | |
| rdl.scopus.quartile | Q2 | |
| rdl.sdg | SDG03 | |
| rdl.source.index | SCOPUS | |
| rdl.source.index | WOS | |
| rdl.wos.index | Science Citation Index Expanded (SCI-EXPANDED) |

