Albeit having its positive aspects, gaming can result in addiction if it is extreme and interferes with daily functioning. In the field of game addiction, low social support and comorbid depression are common in game-addicted players. However, very little research has been conducted regarding gaming mode, and none of them investigated the potential moderation role of perceived social support. Therefore, the current thesis aims to compare online and offline players in terms of their gender, depression, perceived social support, and game addiction scores as well as examine the moderation influence of perceived social support on the aforementioned variables. The study utilized a sample consisting of 513 subjects as decided by G*Power analysis. The subjects were included in the data analysis only if they were between 18 and 29 ages and played video games from any electronic device at least once a month. After giving their informed consent, they filled out a demographic form, the Game Addiction Scale, Multidimensional Scale of Perceived Social Support, and the short form of Depression Anxiety Stress Scale. The data was analyzed by utilizing SPSS 26 and PROCESS MACRO extension of SPSS 26. The findings suggested that online games and low perceived social support culminated in high gaming addiction scores. Furthermore, men played online games more than offline whereas women did not show a preference between the two. Lastly, players high on depression were more likely to engage in online gameplay when their levels of perceived social support were low.
Eser Adı (dc.title) | An investigation of depression and addiction between online and offline players: And the moderation effect of perceived social support |
Yazar [Asıl] (dc.creator.author) | Can, Selçuk |
Yazar Departmanı (dc.creator.department) | Yeditepe University Graduate School of Social Sciences |
Yazar Departmanı (dc.creator.department) | Yeditepe University Graduate School of Social Sciences Master’s Program in Clinical Psychology |
Yayın Tarihi (dc.date.issued) | 2024 |
Yayın Turu [Akademik] (dc.type) | preprint |
Yayın Türü [Ortam] (dc.format) | application/pdf |
Konu Başlıkları [Genel] (dc.subject) | Depression |
Konu Başlıkları [Genel] (dc.subject) | Gaming addiction |
Konu Başlıkları [Genel] (dc.subject) | Gaming mode |
Konu Başlıkları [Genel] (dc.subject) | Gender |
Konu Başlıkları [Genel] (dc.subject) | Perceived social support |
Konu Başlıkları [Genel] (dc.subject) | Depresyon |
Konu Başlıkları [Genel] (dc.subject) | Oyun bağımlılığı |
Konu Başlıkları [Genel] (dc.subject) | Oyun modu |
Konu Başlıkları [Genel] (dc.subject) | Cinsiyet |
Konu Başlıkları [Genel] (dc.subject) | Algılanan sosyal destek |
Yayıncı (dc.publisher) | Yeditepe University Academic and Open Access Information System |
Dil (dc.language.iso) | eng |
Özet Bilgisi (dc.description.abstract) | Albeit having its positive aspects, gaming can result in addiction if it is extreme and interferes with daily functioning. In the field of game addiction, low social support and comorbid depression are common in game-addicted players. However, very little research has been conducted regarding gaming mode, and none of them investigated the potential moderation role of perceived social support. Therefore, the current thesis aims to compare online and offline players in terms of their gender, depression, perceived social support, and game addiction scores as well as examine the moderation influence of perceived social support on the aforementioned variables. The study utilized a sample consisting of 513 subjects as decided by G*Power analysis. The subjects were included in the data analysis only if they were between 18 and 29 ages and played video games from any electronic device at least once a month. After giving their informed consent, they filled out a demographic form, the Game Addiction Scale, Multidimensional Scale of Perceived Social Support, and the short form of Depression Anxiety Stress Scale. The data was analyzed by utilizing SPSS 26 and PROCESS MACRO extension of SPSS 26. The findings suggested that online games and low perceived social support culminated in high gaming addiction scores. Furthermore, men played online games more than offline whereas women did not show a preference between the two. Lastly, players high on depression were more likely to engage in online gameplay when their levels of perceived social support were low. |
Kayıt Giriş Tarihi (dc.date.accessioned) | 2024-09-12 |
Açık Erişim Tarihi (dc.date.available) | 2024-09-12 |
Haklar (dc.rights) | Yeditepe University Academic and Open Access Information System |
Erişim Hakkı (dc.rights.access) | Open Access |
Telif Hakkı (dc.rights.holder) | Unless otherwise stated, copyrights belong to Yeditepe University. Usage permissions are specified in the Open Access System, and "InC-NC/1.0" and "by-nc-nd/4.0" are as stated. |
Telif Hakkı Url (dc.rights.uri) | http://creativecommons.org/licenses/by-nc-nd/4.0 |
Telif Hakkı Url (dc.rights.uri) | https://rightsstatements.org/page/InC-NC/1.0/?language=en |
Açıklama [Genel] (dc.description) | Final published version |
Açıklama [Not] (dc.description.note) | Note: This preprint reports new research that has not been certified by peer review and should not be used as established information without consulting multiple experts in the field. |
Tanım Koleksiyon Bilgisi (dc.description.collectioninformation) | This item is part of the preprint collection made available through Yeditepe University library. For your questions, our contact address is openaccess@yeditepe.edu.tr |
Yazar [KatkıdaBulunan] (dc.contributor.author) | Esra, Savaş |
Yazar Katkı Sağlayan OrcID (dc.contributor.authorOrcid) | 0000-0002-8178-6804 |
Tek Biçim Adres (dc.identifier.uri) | https://hdl.handle.net/20.500.11831/8354 |