One of the various forms of technology used to make life easier is online shopping. Reasons for which one might prefer online shopping over real life shopping include such factors as ease of search, lower prices, a variety of goods, time saved, ease of use, entertainment, promotions, and impulsive behaviors in the shopper. A number of individuals have found themselves addicted to online shopping due to a lack of self-control. This study aims not only to reveal participants' reasons for preferring online shopping, but also to define and describe the hedonic nature of online shopping addiction. The study follows a mixed method design in which both qualitative and quantitative methods are applied in the data collection process.Qualitative data was collected from a total of 105 participants who had stated that they frequently used the internet to shop using the snowball sampling method. Quantitative data, on the other hand, was collected by asking open-ended questions to 18 randomly selected individuals from the original 105 participants.The researcher collected data through face-to-face and internet interviews over a period of five months.The sample group was composed of 80% women (n = 84) and 20% men (n = 21) with participants' ages ranging from 18 to 55 (mean: 29). The tools used to collect data were an open-ended questionnaire, a form soliciting demographic information, and the Hedonic Shopping Scale. Quantitative data were subjected to descriptive analyses, a t-Test, ANOVA analyses, and in order to classify hedonic shopping scores, to a twostage clustering analysis. Qualitative data, on the other hand, were analyzed using content analysis. This work concludes with an evaluation of the qualitative and quantitative data on online shopping followed by a discussion on factors contributing to online shopping addiction as well as related concepts.
The aim of this study is to examine why adults prefer online shopping and which factors lead to online shopping addiction. The study has been carried out using the screening model, a quantitative research method. Certain variables in the study have been identified in light of the qualitative findings, with theoretical models being developed in the first part of the study. These models are then tested quantitatively in the second part of the study. The data has been collected from 105 adults using the snowball sampling method. Path analysis has been conducted to analyze the data. After obtaining the variables regarding online shopping (i.e., ease of use, usefulness, pleasure, stress, and depression), several models were developed in consideration of the related literature. In Model-I, the variables of stress, depression, ease of use, and usefulness predict hedonic shopping, while in Model-II, the variables of stress, ease of use, usefulness, and hedonic shopping predict depression. Meanwhile, the paths have been determined to be from stress to hedonic shopping in Model-1 and from stress to depression in Model-II.
Many digital games have emerged with the effect of technological developments in the 21st century. The overuse of these games has brought new diseases along. The most common of these diseases is game addiction. Game addiction is one of the behavioral addictions. Game addiction is defined by features such as being mentally busy with the game, thinking about the game, disrupting daily routines, continuing to play despite having negative consequences in academic, social and family life, reacting when playing is prevented, conflict, and exhibiting withdrawal symptoms. Studies on the definition, diagnosis, prognosis and treatment of this disease in our country are at the beginning level. However, along the Covid-19 pandemic, the time spent especially by children and adolescents for playing has increased, and children and adolescents have started to show signs of addiction. It is predicted that after the pandemic, applications to be made to health facilities related to game addiction will increase. For this reason, the study aimed to examine the definition, symptoms, prognosis, diagnostic criteria, prevalence, gender difference, play time, risk factors, effects on the individual and treatment of game addiction. The feature that distinguishes this study from other studies is that it includes a comprehensive explanation of game addiction and the information that forms the basis of the concept of game addiction. The topics discussed in this study are thought to be important, as they will form the basis of studies on game addiction and provide an understanding of the subject.
Health personnel in first step health facilities offer healthcare services to infants and children as well besides adults. This service extended to infants and children may turn out as a great investment in future. Infancy is the most important developmental phase in human life. Interventions made in this period may save infants from some other future interventions and practices and make their contribution to child development. By developmental screening of infants and children clinicians invest not only in future health and development of children but also in the future of their country. In the word and in Turkey there are many childhood health problems including autism spectrum disorder in the first place that can be identified through screenings during infancy. Autism spectrum disorder can be seen in one out of 54 newborns. Given this high prevalence, relevant trainings have critical importance. While screening is quite important in this regard, the number of health personnel in first-step health facilities is insufficient. This study was conducted to draw attention to the importance of developmental screenings at first-step health facilities and associated problems.
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