The relationships between the digital game addiction, alexithymia and metacognitive problems in adolescents
dc.contributor.author | Yavuz, Mesut | |
dc.contributor.author | Nurullayeva, Narmin | |
dc.contributor.author | Arslandogdu, Selcan | |
dc.contributor.author | Cimendag, Ayca | |
dc.contributor.author | Gunduz, Merve | |
dc.contributor.author | Yavuz, Burcu Goksan | |
dc.date.accessioned | 2023-02-21T12:33:52Z | |
dc.date.available | 2023-02-21T12:33:52Z | |
dc.date.issued | 2019-01-01 | |
dc.description.abstract | Objective: 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. Method: 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: 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. | |
dc.description.issue | 3 | |
dc.description.pages | 254-259 | |
dc.description.volume | 22 | |
dc.identifier.doi | 10.5505/kpd.2019.16769 | |
dc.identifier.uri | https://hdl.handle.net/11443/1604 | |
dc.identifier.uri | http://dx.doi.org/10.5505/kpd.2019.16769 | |
dc.identifier.wos | WOS:000488485200001 | |
dc.publisher | KLINIK PSIKIYATRI DERGISI | |
dc.relation.ispartof | KLINIK PSIKIYATRI DERGISI-TURKISH JOURNAL OF CLINICAL PSYCHIATRY | |
dc.subject | Adolescent | |
dc.subject | game addiction | |
dc.subject | alexithymia | |
dc.subject | metacognition | |
dc.title | The relationships between the digital game addiction, alexithymia and metacognitive problems in adolescents | |
dc.type | Article |