Problematic social media use, digital gaming addiction and excessive screen time among Turkish adolescents during remote schooling: implications on mental and academic well-being

dc.contributor.authorCarkaxhiu Bulut, Gresa
dc.contributor.authorGokce, Sebla
dc.date.accessioned2024-07-12T21:40:17Z
dc.date.available2024-07-12T21:40:17Z
dc.date.issued2023en_US
dc.department[Belirlenecek]en_US
dc.description.abstractObjective: The present study aimed to describe screen use patterns among Turkish adolescents during the coronavirus disease 19 (COVID-19) pandemic with a special emphasis on social media and digital gaming addiction, and explore how these are linked to adolescents' mental and academic well-being.Materials and Method: The study sample consisted of 9th to 12th grade students from three public high-schools in Istanbul, Turkey (n=201). Participants were required to complete a comprehensive questionnaire which gathered information about various domains including problematic screen use, attitudes towards online education, and mental/academic well-being during the lockdown period.Results: The overall screen time exhibited a significant increase during the lockdown, with the most common discretionary screen activities being social media use, communication, and watching movies/series (p<0.001). The students spent significantly less time on physical activities (p=0.003) and face-to-face meetings with their friends (p<0.001). Male students presented with higher scores on gaming addiction (p<0.001), whereas a significantly higher proportion of the female students (28.57% vs. 14.81%) were classified as atrisk for social media addiction (p=0.046). Both gaming addiction and social media addiction were associated with higher depression scores (p=0.003 and p<0.001 respectively).Conclusion: Screen use patterns may have diverse consequences for youth's well-being during the pandemic. The addiction risk and other detrimental outcomes are likely to be associated with the qualitative features of screen activities, rather than just the amount of time spent on digital media by the adolescents.en_US
dc.identifier.doi10.5472/marumj.1244628
dc.identifier.endpage33en_US
dc.identifier.issn1309-9469
dc.identifier.issue1en_US
dc.identifier.scopus2-s2.0-85164249862en_US
dc.identifier.scopusqualityQ4en_US
dc.identifier.startpage24en_US
dc.identifier.urihttps://doi.org/10.5472/marumj.1244628
dc.identifier.urihttps://hdl.handle.net/20.500.12415/7228
dc.identifier.volume36en_US
dc.identifier.wosWOS:000926968200005en_US
dc.identifier.wosqualityN/Aen_US
dc.indekslendigikaynakWeb of Science
dc.indekslendigikaynakScopus
dc.language.isoenen_US
dc.publisherMarmara Univ, Fac Medicineen_US
dc.relation.ispartofMarmara Medical Journalen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.snmzKY05166
dc.subjectScreen Timeen_US
dc.subjectSocial Media Useen_US
dc.subjectDigital Gaming Addictionen_US
dc.subjectAdolescentsen_US
dc.subjectCovid-19en_US
dc.subjectWell-Beingen_US
dc.titleProblematic social media use, digital gaming addiction and excessive screen time among Turkish adolescents during remote schooling: implications on mental and academic well-beingen_US
dc.typeArticle
dspace.entity.typePublication

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