Therefore, interventions for smartphone addiction can be developed by investigating the motives of use among different people, and age should be considered when developing interventions for smartphone addiction.Īmaç: Bu çalışmanın amacı 13-17 yaş arası çocukların dijital oyun bağımlılığı ile sosyal becerileri arasındaki ilişkileri incelemek ve çocukların sahip oldukları sosyal becerileri açıklamada onların sosyo-demografik bilgileri ile birlikte dijital oyun bağımlılığının anlamlı bir ilişkiye sahip olup olmadığını ortaya koymaktır. For adults, perceived pleasure and social relationship motivation have a significant impact on smartphone addiction. Adolescents have higher coping motivation and conformity motivation than adults, and for adolescents, perceived pleasure motivation has a significant impact on smartphone addiction. Teenagers and adults have different motives for smartphone use, and different motives have different effects on adolescents and adults. Age played a moderating role in the prediction of smartphone addiction. In the moderation model, mood regulation, social relations, pastime, and conformity significantly and directly predicted smartphone addiction however, perceived enjoyment did not. Results indicated significant positive correlations between smartphone use motives and smartphone addiction. A total of 1346 participants (600 adults and 746 adolescents) completed questionnaires on their motives for smartphone use and smartphone addiction. Therefore, this study aimed to examine the influences of different types of smartphone use motives on smartphone addiction and explore the moderating effect of age on adolescents and adults. To date, few studies have examined psychological crises and smartphone use motives during the coronavirus disease 2019 (COVID-19) pandemic according to age. However, smartphone addiction has adverse consequences. With the development of science and technology, the phenomenon of smartphone addiction has become very common. Our findings provide important theoretical contributions and implications for practice.
This occurs by reinforcing the negative association between social capital bridging and social media addiction and the positive association between social capital bonding and social media addiction. Second, social media users' privacy self-efficacy moderates the relationship between social capital and social media addiction. Those with high bonding have more social media addiction. First, we found that social media users with high bridging experience lesser social media addiction. We collected the data using a survey approach and the data was analyzed using covariance-based structural equation modeling. Moreover, we posit that the relationship between social capital and social media addiction is moderated by social media user privacy self-efficacy. Notably, social media users differ in their usage purposes as some build more bridges, others focus on bonding. We argue that social capital has a mixed association with social media addiction by highlighting the difference between social capital bonding and social capital bridging. This study seeks to investigate the determinants of social media addiction by focusing on social capital and privacy self-efficacy. The rise of social media raises important ethical issues regarding social media user behaviors.
Implications for research and practice are discussed. The effects of motivation and prevention factors on online game addiction are often partially mediated by online game playing. The findings point to several functional needs (e.g., need for relationship and need for escapism) that drive online game playing and addiction, as well as to several prevention and harm reduction factors (e.g., education, attention switching activities) that reduce game playing time and alleviate online game addiction.
Second, survey data collected from 623 adolescents were analyzed with Partial Least Squares techniques. First, a sample of 163 adolescents was used for validating and refining a survey instrument. In this study we rely on the functionalist perspective of human behavior and propose and test a balanced model of the antecedents of online game addiction among adolescents, which simultaneously focuses on motivating, and prevention and harm reduction forces. Online game addiction has become a common phenomenon that affects many individuals and societies.