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1.
Z Gesundh Wiss ; : 1-14, 2023 Mar 14.
Artigo em Inglês | MEDLINE | ID: mdl-37361268

RESUMO

Aim: In this study, personal variables, technology use cases, vaccine-related variables, social media-specific epistemological beliefs, media literacy, and social influence strategies were examined as predictors of Covid-19 vaccination hesitancy (VH) beliefs. Subject and methods: The prediction design research model is used to detect the predictors of the dependent variable. The study group consists of 378 participants. Five different scales were used together with the self-description form as a data collection tool. Results: According to the results of the research, individuals who have positive perceptions about the safety of Covid-19 vaccines and who have received the Covid-19 vaccine have lower anti-vaccine beliefs. It is another situation that prevents the opposition to vaccination of those who research the source of information on social media. As a result, age, education and income level, social media usage experience, media literacy, and social influence strategies were not effective on the participants' anti-vaccine beliefs. Conclusion: According to the findings of the study, positive perceptions about the safety of Covid-19 vaccines, being vaccinated against Covid-19, and researching a source of information on social media variables seem to be effective in laying the foundations for constructive interventions such as using anti-vaccine beliefs to guide, reduce or eliminate negative beliefs about vaccines.

2.
Int J Ment Health Addict ; : 1-26, 2023 May 09.
Artigo em Inglês | MEDLINE | ID: mdl-37363766

RESUMO

This study aimed to examine the predictive relationship between video gaming addiction (VGA) and the level of video gaming competency among video gamers. Additionally, the role of time spent playing video games, video game engagement (VGE), video game positive perception (VGPP), social support and quality of relationships with peers were examined. We recruited 227 participants using the purposive sampling method. Of the participants, 50.20% self-identified as Novice-Amateur video gamers while 49.80% indicated being a regular-expert level players. We collected data from participants utilizing a personal and video games information form and five scales and (video game positive perception, videogame addiction scale, video engagement scale, multidimensional scale of perceived social support and relational health indices). These scales are valid and reliable instruments suitable for research purposes. The primary data analysis method was the Partial least squares- structural equation modeling (PLS-SEM). Our results demonstrated that the relationship between VGA and VGE differs based on the participants' video gaming competency level. Another important result is that VGPP has a significant positive relationship with VGA (p < 0.001), VGE (p < 0.001) and video game playing and watching activities (p < 0.001). Furthermore, an increase in the time spent on watching Twitch content is associated with an increased VGA level (p < 0.05). Finally, the time spent on playing video games has different patterns with perceptions of social support according to the level of expertise of the players. This study indicates that VGPP plays a crucial role in predicting VGA and VE and highlights the importance of considering the level of players when examining the relationship between VGA and VE. The conclusions also exhibit that the increasing popularity of esports and video game content tracking may significantly impact VGA. The role of social support in video gaming behaviors varies based on the player's level of expertise.

3.
Int J Ment Health Addict ; : 1-22, 2022 Apr 20.
Artigo em Inglês | MEDLINE | ID: mdl-35469186

RESUMO

During the COVID-19 period, individuals who physically isolated themselves from the social environment increased their screen time compared to before, and the time spent in the family environment increased. Increasing screen time is considered a factor that increases addiction. In this context, the purpose of this study was to examine the profiles of university students according to multiple screen addiction, mobile social online gaming addiction, and general mattering. The participants of this study are 588 university students. Personal information form and four different scales were used in the study. The latent profile analysis was used to analyze the data. As a result of the research, four different sets of participants were formed. The variables excessive behavior, compulsive behavior, and loss of control increase the likelihood that students will be clustered in the average profile. It was observed that all variables except gender and age increased the probability of clustering in the medium multiple screen addiction low gamers profile. It was observed that excessive behavior, compulsive behavior, and loss of control variables increased the probability of clustering in the high multiple screen addiction high gamers profile. As a stronger predictor than other profiles, it was determined that the probability of students performing high multiple screen addiction high gameplay activities was approximately 3 times more than the students in profile 1.

4.
Curr Psychol ; : 1-12, 2022 Jan 12.
Artigo em Inglês | MEDLINE | ID: mdl-35035199

RESUMO

Self-control is always crucial in many areas of life. Therefore, self-control failure is the source of many of the difficulties people face in their lives and also at the center of several problems, especially among adolescents. In this regard, the purpose of the study was to examine the mediating role of multi-screen addiction (MSA) in the relationship between self-control and procrastination among adolescents by using structural equation modeling (SEM). A cross-sectional design and an online questionnaire was used in this study. The study group composed of 390 adolescents studying at various high schools in Turkey. The results of correlation analysis showed that self-control was negatively correlated with MSA and procrastination. MSA also positively correlated with procrastination. Furthermore, the findings showed that MSA mediated the relationship between self-control and procrastination. The fit index of the SEM was found to be satisfactory. The results of the study were addressed in the context of the existing literature, and then suggestions were presented. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s12144-021-02472-2.

5.
Qual Quant ; : 1-22, 2022 Dec 24.
Artigo em Inglês | MEDLINE | ID: mdl-36588922

RESUMO

Psychological factors have a significant role in better understanding mechanisms that affect students' academic performance. The intense and long-term stress of the pandemic process has made it necessary to rethink the components which effect the academic achievement of pupils. The purpose of this study is to examine the variables that predict the academic achievement of university students during the pandemic process and to present a model on these variables. The study group has 241 students who continue their undergraduate education in Turkey. The data were collected with a self-description form and 6 scales. The partial Least Squares (PLS) Structural Equation Model was used to analyses the developed research model. In consequence of the study, a relationship was obtained between academic procrastination (AP) and multi-screen addiction (MSA). Covid-19 burnout has a crucial effect on AP, multiscreen addiction, and psychological well-being variables. Motivation and self regulation-attention variables are explanatory of AP. This study contributes to expanding the nomological network regarding the effects of Covid-19 on the psychological well-being and behavior of individuals.

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