Publication:
The Relationship Between Problematic Online Game Usage, Depression, and Life Satisfaction Among University Students

dc.authorscopusid57223011972
dc.authorscopusid24335438000
dc.contributor.authorYazici, Z.N.
dc.contributor.authorKumcaǧiz, H.
dc.date.accessioned2025-12-11T00:28:20Z
dc.date.issued2021
dc.departmentOndokuz Mayıs Üniversitesien_US
dc.department-temp[Yazici] Zuhtiye Nur, Department of Psychological Counseling and Guidance, Ondokuz Mayis Üniversitesi, Samsun, Turkey; [Kumcaǧiz] Hatice, Department of Psychological Counseling and Guidance, Ondokuz Mayis Üniversitesi, Samsun, Turkeyen_US
dc.description.abstractBackground/purpose In this study, the relationship between problematic online game usage, and depression and life satisfaction levels of university students was examined. Materials/methods The research was conducted according to the relational screening model, with a sample consisting of 401 university students. The research data were obtained using the Beck Depression Inventory, the Problematic Online Game Use Scale, the Contentment with Life Assessment Scale, and a Personal Information Form prepared by the researchers. The data obtained were analyzed using Pearson Correlation Analysis, Independent Sample t-Test, and One-Way Analysis of Variance (ANOVA). Results The results of the study show that the relationship between students use of problematic online games and their depression levels to be moderately positive, and revealed a low-level, negative relationship between life satisfaction levels. In addition, students problematic online game use, depression, and life satisfaction levels were analyzed according to the variables of gender and grade level, and statistically significant differences were found to exist between them. Conclusion The study s results revealed that as the use of problematic online games increased, the university students depression levels increased in parallel, and that the depression levels of female students were higher than for their male counterparts. Lastly, it was observed that as the university students use of problematic online games increased, their life satisfaction levels decreased. © 2021 American Society of Clinical Oncology. All rights reserved.en_US
dc.identifier.doi10.22521/EDUPIJ.2021.101.3
dc.identifier.endpage45en_US
dc.identifier.issn2147-0901
dc.identifier.issn2564-8020
dc.identifier.issue1en_US
dc.identifier.scopus2-s2.0-85104481051
dc.identifier.scopusqualityQ2
dc.identifier.startpage27en_US
dc.identifier.urihttps://doi.org/10.22521/EDUPIJ.2021.101.3
dc.identifier.urihttps://hdl.handle.net/20.500.12712/36530
dc.identifier.volume10en_US
dc.language.isoenen_US
dc.publisherUniversiteparken_US
dc.relation.ispartofEducational Process: International Journalen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectDepressionen_US
dc.subjectLife Satisfactionen_US
dc.subjectProblematic Online Game Usageen_US
dc.subjectUniversity Studentsen_US
dc.titleThe Relationship Between Problematic Online Game Usage, Depression, and Life Satisfaction Among University Studentsen_US
dc.typeArticleen_US
dspace.entity.typePublication

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