Sociodemographic characteristics of online game players and the relationship of game addiction with some psychosocial factors


Baysak E., Yertutanol F. D. K., Sahiner İ. V., CANDANSAYAR S.

KLINIK PSIKIYATRI DERGISI-TURKISH JOURNAL OF CLINICAL PSYCHIATRY, vol.23, no.2, pp.196-203, 2020 (ESCI) identifier identifier

  • Publication Type: Article / Article
  • Volume: 23 Issue: 2
  • Publication Date: 2020
  • Doi Number: 10.5505/kpd.2020.10337
  • Journal Name: KLINIK PSIKIYATRI DERGISI-TURKISH JOURNAL OF CLINICAL PSYCHIATRY
  • Journal Indexes: Emerging Sources Citation Index (ESCI), Scopus, Academic Search Premier, Psycinfo, Directory of Open Access Journals, TR DİZİN (ULAKBİM)
  • Page Numbers: pp.196-203
  • Keywords: Online game addiction, self-esteem, perceived multi-dimensional social support, life satisfaction, INTERNET GAMING DISORDER, SOCIAL SUPPORT, MOTIVATIONS, CONTEXT, LIFE, SATISFACTION, ADOLESCENTS, VALIDATION
  • Kütahya Health Sciences University Affiliated: No

Abstract

Objective: The fact that online gaming is becoming more widespread in the society and may disrupt functionality by causing a behavioral addiction, which is defined as "internet gaming disorder" in DSM-5, points to the importance of further research. In this study, we aimed to investigate the sociodemographic features of online gamers and some psychosocial factors that may be related to online gaming, as there are limited studies available on this topic in Turkey. Method: The design of the study is cross-sectional. The sample of the study consists of Travian, an online game, players. The sociodemographic data form, Game Addiction Scale, Rosenberg Self-Esteem Scale, Perceived Multi-Dimensional Social Support Scale and Life Satisfaction Scale were conveyed to the participants via SurveyMonkey. The data of 726 participants, who completed all forms, were analyzed. Results: Mean age of the participants was 28.4 +/- 9.98, 93.5% (n: 679) were male, 59.2% were at least university graduates. 11.9% (n: 81) of the participants were game addicts according to Game Addiction Scale and all together with risky participants for game addiction who are not game addicts already, this number reaches up to 47% (n: 344). There is a negative significant relationship between game addiction scores and life satisfaction (r=.270, p<.01), and perceived multi-dimensional social support (r=-.181, p<.01). Also there is a positive significant relationship between game addiction scores and self-esteem scores. Discussion: Addiction of Travian players in Turkey seem to affect the population in a wide age range. The fact that perceived multi-dimensional social support, life satisfaction and high self-esteem are related to low game addiction scores may be a guide for clinicians in terms of approaches towards people at risk of game addiction.