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1.
J Infect Dev Ctries ; 17(7): 911-921, 2023 07 27.
Artigo em Inglês | MEDLINE | ID: mdl-37515791

RESUMO

INTRODUCTION: The impact of SARS-CoV-2 is intergenerational, and although it affects everyone differently, its effects on young people have been systematic, violent, and disproportionate compared to many social groups. This study aims to understand the impact of the SARS-CoV-2 pandemic on Turkish youth and their attitude toward future prospects. METHODOLOGY: This cross-sectional study was carried out between March 15 and May 20, 2022, with young people aged 18-29 living in Turkey. The data was collected using an online survey tool. In descriptive statistical analyses, categorical variables were presented as frequency and percentage, and continuous variables as mean (M) and standard deviation (SD). The independent samples t-test and the one-way analysis of variance (ANOVA) were used to test between-group differences in continuous variables. RESULTS: In total, 696 participants responded to the online survey. For the majority of Turkish young people, SARS-CoV-2 has not impacted their physical health (55.7%) and mental health (57.8 %). In contrast, youth believe that the SARS-CoV-2 pandemic will negatively or strongly affect their future in terms of educational opportunities (58.7%), job prospects (58.6%), physical (58.1%), or mental health well-being (56.9%), economic stability (65.1%), financial stability (65.1%), and their overall future (58.2%). CONCLUSIONS: Our findings pointed to adverse effects that would last longer than the pandemic. Priority should be given to strategies that reduce the long-term impact of the pandemic on young people and provide them with a sense of optimism that the future they desire is still achievable.


Assuntos
COVID-19 , SARS-CoV-2 , Humanos , Adolescente , COVID-19/epidemiologia , Pandemias/prevenção & controle , Turquia/epidemiologia , Estudos Transversais
2.
Psicol. conduct ; 30(1): 157-181, abr. 2022. tab, ilus
Artigo em Inglês | IBECS | ID: ibc-204156

RESUMO

In this study, the aim is to analyze the relationships between phubbing, alienation, digital game addiction, independent self-construal, and interdependent self-construal among high school students. The sample of the study consists of 1,932 students studying in different high schools in Turkey who were selected by the stratified random sampling method, considering the grade levels and gender variables. The students completed surveys regarding self-construal, digital game addiction, alienation, and phubbing. The data obtained were analyzed by path analysis, one of the structural equation modeling methods. In the research, nine hypotheses were developed for the proposed model based on theoretical knowledge. As a result of the analysis, eight hypotheses were supported, and one was unsupported. According to the findings, digital game addiction had a significant impact on alienation and phubbing; also, alienation had a considerable impact on phubbing. The model explained 16% of the variance (R2= .16) of phubbing, directly and indirectly. This means that the exogenous variables have a moderate level of influence on the endogenous variable. Moreover, alienation had a maximum degree of effect on phubbing.


El objetivo de este estudio es analizar las relaciones entre ningufoneo, alienación, adicción a los juegos digitales, autoconstrucción independiente y autoconstrucción interdependiente entre estudiantes de secundaria. La muestra consta de 1.932 estudiantes de diferentes escuelas secundarias de Turquía, que fueron seleccionados por el método de muestreo aleatorio estratificado considerando los niveles de grado y el sexo. Los estudiantes completaron encuestas sobre autoconstrucción, adicción a los juegos digitales, alienación y ningufoneo. Los datos obtenidos se analizaron mediante análisis de trayectoria, uno de los métodos de modelado de ecuaciones estructurales. En la investigación se desarrollaron nueve hipótesis para el modelo propuesto a partir de conocimientos teóricos. Como resultado del análisis se confirmaron ocho hipótesis y una no se confirmó. Según los hallazgos, la adicción a los juegos digitales tuvo un impacto significativo en la alienación y el ningufoneo; además, la alienación tuvo un impacto considerable en el ningufoneo. El modelo explicó el 16% de la varianza (R2= 0,16) de ningufoneo, directa e indirectamente. Esto significa que las variables exógenas tienen un nivel moderado de influencia sobre la variable endógena. Además, la alienación tuvo un grado máximo de efecto sobre el ningufoneo.


Assuntos
Humanos , Masculino , Feminino , Adolescente , 34789 , Jogos de Vídeo , Medicina do Vício , Alienação Social/psicologia , Estudantes , Inquéritos e Questionários
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