The relationship between problematic online game usage, depression, and life satisfaction among university students

Q3 Social Sciences
Zuhtiye Nur Yazici, Hatice Kumcağız
{"title":"The relationship between problematic online game usage, depression, and life satisfaction among university students","authors":"Zuhtiye Nur Yazici, Hatice Kumcağız","doi":"10.22521/EDUPIJ.2021.101.3","DOIUrl":null,"url":null,"abstract":"Background / 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.","PeriodicalId":30989,"journal":{"name":"Educational Process International Journal","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2021-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Educational Process International Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.22521/EDUPIJ.2021.101.3","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Social Sciences","Score":null,"Total":0}
引用次数: 1

Abstract

Background / 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.
大学生网游问题与抑郁、生活满意度的关系
背景/目的:本研究考察了大学生网络游戏使用问题与抑郁和生活满意度之间的关系。材料/方法:本研究是根据关系筛选模型进行的,样本包括401名大学生。研究数据采用贝克抑郁量表、问题网络游戏使用量表、生活满意度评估量表和研究者自行编制的个人信息表。所得资料采用Pearson相关分析、独立样本t检验和单因素方差分析(ANOVA)进行分析。结果-研究结果显示,学生使用有问题的网络游戏与他们的抑郁水平之间的关系是适度的正相关,而生活满意度水平之间的关系则是低水平的负相关。此外,根据性别和年级水平的变量,分析了学生的问题网络游戏使用、抑郁和生活满意度水平,发现它们之间存在统计学意义上的差异。结论——研究结果显示,随着使用问题网络游戏的增加,大学生的抑郁程度也随之增加,而且女大学生的抑郁程度高于男大学生。最后,我们观察到,随着大学生使用问题网络游戏的增加,他们的生活满意度水平下降。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
Educational Process International Journal
Educational Process International Journal Social Sciences-Education
CiteScore
3.40
自引率
0.00%
发文量
10
审稿时长
20 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信