2021
DOI: 10.7821/naer.2021.7.750
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Exploratory Study on Video Game Addiction of College Students in a Pandemic Scenario

Abstract: The use of video games has increased significantly in the last decade. The young population has always been more inclined to use them. However, the risks of addiction to them are growing with the access to the Internet and new digital devices, the lower cost of them, and the lack of parental control. On the other hand, a weird circumstance as the COVID-19 pandemic involves weeks-long confinements, which may significantly influence increased consumption. This study aims to know university students' situation in… Show more

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Cited by 26 publications
(15 citation statements)
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References 77 publications
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“…Female students spend less time playing video games. The findings of this study are consistent with that of [17,25,26,27,28,29].…”
Section: Discussionsupporting
confidence: 90%
“…Female students spend less time playing video games. The findings of this study are consistent with that of [17,25,26,27,28,29].…”
Section: Discussionsupporting
confidence: 90%
“…This training has the potential to prevent, or reduce, among other things, the possible addiction of young people to video games [60]. At the same time, it allows access to free training, facilitating the right of young people to access education and increasing their employability, especially in the situation created by COVID-19.…”
Section: Discussionmentioning
confidence: 99%
“…SMBÖ toplam puanı ile DOBÖ toplam puan arasında orta şiddette pozitif yönlü ilişki (p˂0,001) YİBÖ toplam puanı ile ise (p˂0,001) arasında da pozitif yönde kuvvetli korelasyon bulunmaktaydı (Tablo 3). (30). Ancak alkol ve sigara gibi kısa süreli rahatlama sağlayan maddelerin internet ve sosyal medya kullanımında pekiştireç rolü oynadığını ve risk faktörleri olduğunu gösteren çok sayıda çalışma bulgusu bulunmaktadır (32).…”
Section: Bulgularunclassified