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Öğe The effects of violent video games on reactive-proactive aggression and cyberbullying(Springer, 2023) Ucur, Omer; Donmez, Yunus EmreThe use of video games among young people is increasing, and it has been claimed that particularly violent games can negatively affect young people. The aim of this study is to investigate the association between violent video games and reactive-proactive aggression in order to determine the risk of cyberbullying in players of violent video games, as well as the role of gaming addiction (GA). This study was conducted with 1,141 adolescents. Participants answered the gaming addiction scale-short form (GAS), the cyberbullying scale (CBS) and the reactive-proactive aggression questionnaire (RPAQ). It was found that both reactive and proactive aggression scores were significantly higher in video game players with GA, and there was no difference between players of violent games and players of non-violent games. Additionally, it was found that the risk of being a cyberbullying perpetrator was higher in players of violent video games, and the risk of being a cyberbullying victim was high in players of violent and non-violent video games who have GA. The findings of this study suggest the following: violent video games are not associated with reactive-proactive aggression; the factor associated with aggression is GA; playing video games increases the risk of cyberbullying; and the risk of being perpetrators of bullying is high in players of violent video games.Öğe Frequency of Anxiety, Depression, and Irritability Symptoms in Children During the COVID-19 Outbreak and Potential Risk Factors Associated With These Symptoms(Lippincott Williams & Wilkins, 2021) Donmez, Yunus Emre; Ucur, OmerThe aim of this study was to determine the frequency of anxiety, depression, and irritability symptoms in children during the COVID-19 outbreak and to investigate the associated factors of these symptoms. This study was conducted with 1071 children aged 6 to 17. Results showed that 49.9% of the participants had anxiety symptoms, 29.5% had depression symptoms, and 51.4% had irritability symptoms. Low age was a potential risk factor for anxiety symptoms. Female sex was a potential risk factor for anxiety and depression symptoms. A COVID-19 death in the family or environment was a potential risk factor for depression and irritability symptoms. Exposure to COVID-19 information on television and on the internet was a potential risk factor for anxiety, depression, and irritability symptoms. In conclusion, this study revealed that the COVID-19 outbreak may have serious effects on the mental health of children, and the study highlighted potential risk factors.Öğe Problematic internet gaming in adolescents, and its relationship with emotional regulation and perceived social support(Elsevier Ireland Ltd, 2021) Ucur, Omer; Donmez, Yunus EmreTechnological developments and the increased use of the internet have created some risks for adolescents, including problematic internet gaming (PIG). The aim of this study is to investigate the role of age, gender, emotional dysregulation and perceived social support in PIG. The study was conducted with 1,291 adolescents. Participants completed the game addiction scale (GAS), difficulties in emotion regulation scale (DERS), and multidimensional scale of perceived social support (MSPSS) under the observation of their teachers. According to the results of the GAS, participants were divided into two groups: those with PIG and those without PIG. The effect of age, gender, DERS scores, and MSPSS scores on PIG was investigated using stepwise logistic regression analysis. The mean age of participants was 14.7 years and the frequency of PIG was 13.5% (n = 144). The frequency of PIG was significantly higher in males than in females. The results showed that male gender, high emotional dysregulation and low perceived social support were significantly associated with PIG. The present study indicate that PIG is highly observed in adolescents, especially in males, and as in other behavioral addictions, emotional dysregulation and perceived social support can play an important role in PIG.Öğe The relationship between suicidal ideation and internet gaming disorder and the role of game genres among adolescents(2023) Ucur, Omer; Donmez, Yunus EmreAim: Psychiatric disorders can cause the development of suicidal ideation. One of the disorders is called internet gaming disorder and can be influenced by the genres of the games which is played. However, there is limited information available on whether the game genres cause the development of suicidal ideation. Thus, the current study seeks to investigate the relationship between suicidal ideation and internet gaming disorder by also considering the game genres. Materials and Methods: In total 1337 adolescent participants between the age range of 12-18 years were included in the study. The participants were invited to fill in the sociodemographic and online game data forms, game addiction scale-short form and children’s depression scales A comparison was made between the two groups that reported suicidal ideation and those that did not. Results: In the comparison, female gender, internet gaming disorder and major depressive disorder were significant between the groups. A significant difference was found only in multiplayer online battle arena (MOBA) games among the game genres. Conclusion: Suicidal ideation is an important public problem and can lead to planning, attempting as well as completing suicide. Problematic use of internet video games in adolescents is increasing. Therefore, it can be assumed that some genres of games mediate the development of suicidal ideation.