The Relationship Between The Perceived Stress Level of Online Game Addiction in Adolescents and Perceived Social Support

Objective: The aim of this study was to determine the relationship between online game addiction and social support perception, perceived stress level and sociodemographic factors affecting adolescents. Materials and Methods: Adolescents between 12 and 18 years of age who were admitted to Ankara Tra...

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Bibliographic Details
Main Authors: Abdullah Yağcı, Zahide Yalaki
Format: Article
Language:English
Published: Istanbul University Press 2021-09-01
Series:Çocuk Dergisi
Subjects:
Online Access:https://cdn.istanbul.edu.tr/file/JTA6CLJ8T5/896F5EFF767C44CE83A12C2D6D739ECD
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Summary:Objective: The aim of this study was to determine the relationship between online game addiction and social support perception, perceived stress level and sociodemographic factors affecting adolescents. Materials and Methods: Adolescents between 12 and 18 years of age who were admitted to Ankara Training and Research Hospital, Pediatrics Clinics were analyzed against the Online Game Addiction Scale, Child Adolescent Social Support Scale and Perceived Stress Scale. Results: 1057 adolescents between 12 and 18 years of age participated in this study. 80.4% of male adolescents were found to play online (p=0.000). In adolescents who play online games, the scores for ‘the perceived social support for their classmates’, ‘taking heed of the perceived social support for their classmates’, ‘the perceived social support total scores’ and ‘taking heed of the perceived social support’ were lower than adolescents who don’t play online games (p<0.05). There was no difference between participating adolescents who play online games and those who do for the perceived stress scale (p>0.05). Higher scores were found in all subscales of the online game addiction scale for male adolescents playing online games, in “failure”, “success” and “total” subscales of adolescents who have their own computers, in “failure” and “economic gain” subscales of adolescents who have their own mobile phones, in “failure”, “success” and “total” subscales of adolescents who play games on the phone every day and spend more than 2 hours on the phone (p<0,05). Conclusion: It was found that online game addiction is more frequent in male adolescents. It was observed that online game addiction is associated with playing games on the phone every day, more than 2 hours of daily playing time, and having one’s own mobile phone or computer.
ISSN:1308-8491