A grounded theory study to explore the digital gameplay experiences of adolescents at risk of addiction in Turkey

This study aimed to explore the experiences of adolescents at risk of digital game addiction in Turkey. Guided by a grounded theory design, data were collected from 14 adolescents through one-on-one in-depth interviews between January and April 2021. Simultaneous data collection and analysis involve...

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Bibliographic Details
Published inJournal of pediatric nursing Vol. 63; pp. e36 - e43
Main Authors Kaya, Ayla, Karataş, Nimet, Gürcan, Meltem, İşler Dalgıç, Ayşegül
Format Journal Article
LanguageEnglish
Published United States Elsevier Inc 01.03.2022
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Summary:This study aimed to explore the experiences of adolescents at risk of digital game addiction in Turkey. Guided by a grounded theory design, data were collected from 14 adolescents through one-on-one in-depth interviews between January and April 2021. Simultaneous data collection and analysis involved theoretical sampling, constant comparison, and memo writing. Open, axial, and selective coding were used in data analysis, while analytic coding identified the core category and subcategories and provided the foundation for the substantive theory. The core category, “I want to limit my time playing digital games, but I need the support of my family to do so,” demonstrated the adolescents' awareness of their situation. The analysis yielded an interpretive theory comprising three inter-related categories: causal factors, effects on life, and solution pathways. The participants' reasons for playing digital games included meeting their need for socialization and passing the time. However, digital gaming affects adolescents physically, psychosocially, and culturally. Solutions include early childhood education and family support, which can significantly reduce the risk of digital game addiction. Preventing digital game addiction is an important goal, and identifying risks contributing to digital game addiction is fundamental to establishing preventive measures. This study's findings may increase awareness of the subject for teachers, school nurses, and parents. Among the potential remedial measures are future studies focused on preventing digital game addiction and adding instruction to school curricula regarding necessary and beneficial uses of digital technologies. •Adolescents play digital games to meet their need for socialization and pass the time.•Playing digital games affects adolescents physically, psychosocially, and culturally.•Early childhood education can reduce the risk of digital game addiction.•Family support can reduce the risk of digital game addiction.
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ISSN:0882-5963
1532-8449
1532-8449
DOI:10.1016/j.pedn.2021.10.019