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Determination of Physical Activity Level, Functional Capacity and Depression in Children with Digital Game Addiction

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This review aims to examine the increasing prevalence of digital addiction and substance addiction among young people, explore the causes of these addiction types, and highlight their negative impacts on health. It also offers public health nursing solutions to address these issues. Digital addiction is defined as a behavioral addiction resulting from excessive use of social media, video games, and the internet, while substance addiction involves the use of substances such as tobacco, alcohol, cannabis, and e-cigarettes. Both types of addiction negatively affect the physical, psychological, and social health of young people. Objective The objective of this review is to assess the prevalence, causes, and health impacts of digital and substance addiction among youth, and to propose interventions from the perspective of public health nursing. Method In this review, a literature search was conducted using keywords such as "digital addiction," "substance addiction," "youth," and "public health nursing" in databases like PubMed, Scopus, and Google Scholar. Studies were selected based on publication year, methodology, and relevance, and the current state of the issue was analyzed. Results The literature review reveals that digital and substance addiction have high prevalence rates among young people and may share related risk factors. Public health nurses play a crucial role in preventing and reducing these addictions among youth. Key preventive strategies include raising awareness, organizing educational programs, providing early interventions, and offering guidance. Conclusion It is recommended that policymakers and healthcare professionals collaborate in a multidisciplinary approach to address this growing issue. Public health nurses should be central in these efforts, working on early intervention, education, and prevention strategies to mitigate the impact of both digital and substance addiction in youth.
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Background In this study, it was aimed to examine digital addiction, loneliness and social dissatisfaction among adolescents studying in Adıyaman, Turkey, and to determine the relationship with each other. Methodology Digital Game Addiction Scale for Children (DGASFC) and Loneliness and Social Dissatisfaction Questionnaire (LSDQ) were administered to 634 middle and high school students. A questionnaire form was used as a data collection tool. Results DGASFC scores and LSDQ scores were found to be higher in males, in high school students, in those whose parents' education level was high school or above, in those whose parents lived separately, in those with good economic status, in those who were younger, and in those who were not restricted by their families. A significant positive correlation was found between DGASFC and LSDQ scores. Conclusions Digital addiction should be followed closely in terms of accompanying disorders or pathologies that predispose to it. In our study, it was found that digital game addiction, loneliness and social dissatisfaction decreased with age. However, this applies separately to middle school and high school groups. Because, despite their older age, high school adolescents have been found to be more digitally dependent, lonely and socially dissatisfied than secondary school students. Contrary to the studies in the literature, the risk of digital addiction, loneliness and social dissatisfaction was found to be low in those with low economic status.
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This study aims to examine the relationship between children's game addiction and personality traits and whether children's game addiction levels differ significantly according to age, class level, and gender. This research was conducted on teenagers in the British high school of Kosovo, which is located in Pristina. The sample was composed of 239 teenagers studying at high school in Kosovo in the academic year of 2016-2017. The sample of the study consisted of 239 teenagers between the ages of 12-17. 130 (54.4%) of the participants were female and 109 (45.6%) were male. In the research, first of all, the normality of the data was tested, and since it was determined that the data were normally distributed, analyzes were carried out using parametric tests. As a result of the analysis, game addiction of children was found to be negatively correlated with a personality tra, and positively correlated with a neurotic personality trait. No relationship was found between game addiction and personality traits such as extraversion. There was no significant mean difference between game addiction and age, gender, and grade level. As a result, there is a relationship between game addiction and tender-mindedness personality traits and neuroticism. The fact that game addiction is not related to age and grade level may be due to the fact that the sample has similar developmental characteristics.
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Today, children and adolescents are growing up exposed to both traditional and modern technology. While it is known that the increase in the use of traditional technology, such as television and its content, have negative effects on children’s development and health, studies have shown such modern technologies as smartphones, tablets, and computers that have been developed and become increasingly widespread over the past decade to be beneficial and to constitute health risks for children. It seems that children’s inappropriate use of such technological devices in terms of content, duration, frequency, and the posture they adopt while using them pose a variety of health risks, including developmental problems, musculoskeletal problems, physical inactivity, obesity, and inadequate sleep quality. This study reviews the literature on the clinical problems that digital technology use has on children. In order for children and adolescents to adopt a healthy life style, it is important to monitor the time, frequency, and content viewed while using technological devices and to ensure that children have or develop adequate physical activity opportunities, healthy eating habits, proper sleep cycles, and nurturing social environment.
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Introduction and Aim: The most basic problems that the developing technology brings to the life of children are the increasingly decreased physical games, the rapid increase of the digital game addiction and the violent games are pushing the aggressive behavior of the individuals. This research is important for the solution of the problem. Purpose of the research; The relationship between playfulness, digital game addiction and aggressiveness of middle school students in terms of various variables.Method: In this research, which adopts the relational screening model, similar sampling method is used as the objective sampling method. In this direction, the study group is composed of the students from the 2016-2017 education period, the Türdü 100. Year Middle School students affiliated to the Muğla Provincial Directorate of National Education and Maltepe Secondary School students affiliated to the Ankara Provincial Directorate of National Education. 55.6% of the participants were female (n = 213) and 44.4% were male (n = 170). 49.6% (n = 190) of participants attending Türdü 100.Yıl Secondary School, 50.4% of students attending Maltepe Secondary School (n = 193). Of the participants, 42% were 12 years (n = 161), 27.7% were 13 years (n = 106) and 30.3% were 14 years old (n = 116). In order to collect data in the study, Playfulness Scale, Digital Game Addiction Scale for Children, and Aggression Scale were used. The obtained data were subjected to various analyzes using the SPSS 24.0 packet program. Findings: According to research findings, participants' total scores on the scales were statistically significantly different between school type, sex and age variables. At the same time, it was found that the participants had a statistically significant relationship between the total scores of these three scales.Conclusion and Discussion: As a result; Playability, digital game dependency and aggressiveness of middle school students are related to each other. Therefore, it can be said that it is important to investigate the problems to be solved by considering these three situations to solve the present problem.Extended English abstract is in the end of Full Text PDF (TURKISH) file. ÖzetGiriş ve Amaç: Gelişen teknolojinin çocukların yaşamına getirdiği en temel olumsuzluklar arasında fiziksel aktivite içerikli oyunların giderek azalması, dijital oyun bağımlılığının hızlı bir biçimde artması ve bununla bağlantılı olarak özellikle şiddet içerikli oyunların bireyleri saldırganlık davranışına itmesi gibi önemli sorunlar olarak karşımıza çıkmaktadır. Bu araştırma, yaşanan problemin çözümüne ışık tutması açısından önem taşımaktadır. Araştırmanın amacı; ortaokul öğrencilerinin oyunsallık, dijital oyun bağımlılığı ve saldırganlık düzeyleri arasındaki ilişkinin çeşitli değişkenler açısından incelenmesidir.Yöntem: İlişkisel tarama modelinin benimsendiği bu araştırmada, amaçsal örnekleme yöntemlerinden benzeşik örnekleme yöntemi kullanılmıştır. Bu kapsamda çalışmanın örneklemini, 2016-2017 eğitim öğretim döneminde öğrenim görmekte olan Muğla İl Milli Eğitim müdürlüğüne bağlı Türdü 100. Yıl Ortaokulu öğrencileri ile Ankara İl Milli Eğitim Müdürlüğüne bağlı Maltepe Ortaokulu öğrencileri oluşturmaktadır. Katılımcıların % 55,6’sı kadın (n=213), % 44,4’ü erkektir (n=170). Türdü 100.Yıl Ortaokulunda öğrenim görmekte olan katılımcıların oranı % 49,6 iken (n=190), Maltepe Ortaokulunda öğrenim görmekte olan katılımcı oranı % 50,4’tür (n=193). Katılımcıların % 42’si 12 yaş (n=161), % 27,7’si 13 yaş (n=106), %30,3’ ü 14 yaş (n=116) grubundadır. Araştırmada veri toplamak amacıyla Oyunsallık ölçeği, Çocuklar İçin Dijital Oyun Bağımlılığı ölçeği ve Saldırganlık ölçeği kullanılmıştır. Toplanan veriler SPSS 24.0 paket program kullanılarak çeşitli analizlere tabi tutulmuştur. Bulgular: Araştırma bulgularına göre katılımcıların ölçeklerden almış oldukları toplam puanlarının okul türü, cinsiyet ve yaş değişkenleri arasında istatistiksel olarak anlamlı düzeyde farklılık gösterdiği bulunmuştur. Aynı zamanda katılımcıların bu üç ölçekten almış oldukları toplam puanlar arasında istatistiksel olarak anlamlı düzeyde ilişki olduğu görülmüştür. Sonuç ve Tartışma: Sonuç olarak; ortaokul öğrencilerinin oyunsallık, dijital oyun bağımlılığı ve saldırganlık düzeylerinin birbirleri ile ilişkili olduğu dolayısıyla bu problemin tespit ve çözümüne yönelik yapılacak olan araştırmaların bu üç durumu göz önünde bulundurarak ele alınmasının mevcut problemin çözümünde önemli olduğu söylenebilir.
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Researchers have studied whether some youth are "addicted" to video games, but previous studies have been based on regional convenience samples. Using a national sample, this study gathered information about video-gaming habits and parental involvement in gaming, to determine the percentage of youth who meet clinical-style criteria for pathological gaming. A Harris poll surveyed a randomly selected sample of 1,178 American youth ages 8 to 18. About 8% of video-game players in this sample exhibited pathological patterns of play. Several indicators documented convergent and divergent validity of the results: Pathological gamers spent twice as much time playing as nonpathological gamers and received poorer grades in school; pathological gaming also showed comorbidity with attention problems. Pathological status significantly predicted poorer school performance even after controlling for sex, age, and weekly amount of video-game play. These results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.
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"Physical activity," "exercise," and "physical fitness" are terms that describe different concepts. However, they are often confused with one another, and the terms are sometimes used interchangeably. This paper proposes definitions to distinguish them. Physical activity is defined as any bodily movement produced by skeletal muscles that results in energy expenditure. The energy expenditure can be measured in kilocalories. Physical activity in daily life can be categorized into occupational, sports, conditioning, household, or other activities. Exercise is a subset of physical activity that is planned, structured, and repetitive and has as a final or an intermediate objective the improvement or maintenance of physical fitness. Physical fitness is a set of attributes that are either health- or skill-related. The degree to which people have these attributes can be measured with specific tests. These definitions are offered as an interpretational framework for comparing studies that relate physical activity, exercise, and physical fitness to health.
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Ortaokul Öğrencilerinin Oyunsallık, Dijital Oyun Bağımlılığı Ve Saldırganlık Düzeyleri Arasındaki Ilişkinin Çeşitli Değişkenler Açısından Incelenmesi
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İlköğretim öğrencileri için fiziksel aktivite soru formunun Türk toplumuna uyarlanması: geçerlilik ve güvenilirlik çalışması
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Çocuklar icin Depresyon Ölçeği: Geçerlik ve Güvenirlik Çalışması
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Systematic Review of Method and Results of Digital Game Addiction Studies Conducted in Turkey
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İnternet bağımlılığı yaygınlığı (Yayımlanmamış yüksek lisans tezi)
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Taking the Opinions of Parents and Specifying the Effects on Students about Computer Games
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Digital Game Playing Motivation Scale: Validity And Reliability Study
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Reliability, validity, and norms of the 2-min walk test in children with and without neuromuscular disorders aged 6-12
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  • TW