| Literature DB >> 34281071 |
Orhan Çevik1, Orhan Koçak1, Mustafa Z Younis2, Elif Çevik3.
Abstract
We aimed to determine the relationship between gaming disorder, narcissism, and happiness levels of children between the ages of 9 and 15. This study was based on the compensation theory. The sample consists of 461 boys who continue their education in public schools in Istanbul. In the study, a mixed research design, which nests qualitative data into quantitative, was used. In addition to the scales and sociodemographic form, the Draw-a-Person test was also used to better understand children's inner world. According to the findings, there is a significant relationship between gaming disorder and narcissism and happiness levels in children. Accordingly, as narcissism increases in children, the gaming disorder level increases, and happiness decreases. We also found a mediation effect in the impact of narcissism on happiness through gaming disorder. According to the results, we think that the problem is not caused by the individual but by society. For a solution, we recommend making more macro-level social work interventions within the framework of system theory instead of the current medical model in combating gaming disorder.Entities:
Keywords: compensation theory; gaming disorder; happiness; narcissism
Year: 2021 PMID: 34281071 PMCID: PMC8297087 DOI: 10.3390/ijerph18137137
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1Conceptual diagram of research model (Model 7).
Descriptive statistics.
| Variable | f | % | M | SD | |
|---|---|---|---|---|---|
| Age | 9–11 | 351 | 2.6 | 0.40 | 0.490 |
| 12–15 | 110 | 24.1 | |||
| School Class | 4th | 126 | 27.3 | 5.61 | 1.196 |
| 5th | 75 | 16.3 | |||
| 6th | 112 | 24.3 | |||
| 7th | 148 | 32.1 | |||
| Family Income | Low | 277 | 60.1 | 0.40 | 0.490 |
| High | 184 | 39.9 | |||
| Number of Siblings | No | 197 | 13.2 | 1.30 | 0.688 |
| One | 203 | 44.0 | |||
| More than one | 61 | 42.7 | |||
| Frequency of Going to Internet Cafe or Console Halls | Never | 332 | 72.0 | 0.40 | 0.692 |
| Once a Week | 74 | 16.1 | |||
| A few times a week | 55 | 11.9 | |||
| Watching Digital Game Videos | Yes | 361 | 78.3 | 0.78 | 0.413 |
| No | 100 | 21.7 | |||
| Sharing Digital Game Videos | Yes | 146 | 31.7 | 0.32 | 0.466 |
| No | 315 | 68.3 | |||
| Total | 461 | 100 | |||
Means and standard deviations of measures.
| Measure | Min | Max | Scale | Sample | ||
|---|---|---|---|---|---|---|
| M | SD | M | SD | |||
| Digital Game Addiction | 0 (Never) | 4 (Always) | 2.0 | 1.5 | 1.2 | 0.8 |
| Childhood Narcissism | 0 (Not at all true) | 3 (Completely true) | 1.5 | 1.2 | 1.5 | 0.5 |
| School Children’s Happiness | 1 (I disagree a lot) | 4 (I agree a lot) | 2.5 | 1.5 | 3.1 | 0.5 |
Correlations.
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | ||
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Age | 1 | |||||||||
| 2 | Income |
| 1 | ||||||||
| 3 | Number of Siblings | 0.053 | −0.07 | 1 | |||||||
| 4 | School Class |
|
| 0.087 | 1 | ||||||
| 5 | Sharing DGV | −0.041 | −0.048 | 0 | −0.032 | 1 | |||||
| 6 | Frequency of GICCH |
| −0.015 |
|
| 0.088 | 1 | ||||
| 7 | Watching DGV | 0.005 | −0.031 |
| −0.008 |
|
| 1 | |||
| 8 | Playing LoL |
|
| −0.011 |
| 0.009 | 0.036 | 0.032 | 1 | ||
| 9 | Narcissism | −0.001 |
| −0.036 | −0.015 |
| −0.025 | 0.061 | 0.015 | 1 | |
| 10 | Gaming Disorder |
|
| −0.049 |
|
|
|
|
|
| 1 |
| 11 | Happiness |
|
|
| −0.09 |
|
|
|
|
|
|
Notes. DGV = digital game videos, LoL = League of Legends, GICCH = going to internet cafes or console halls ** p < 0.01, * p < 0.05., Bold values = Correlation values between variables are statistically significant.
Main effects on dependent variables.
| Variable | Model 1: Gaming Disorder | Model 2: Happiness | Model 3 (Moderation): GD | ||||||
|---|---|---|---|---|---|---|---|---|---|
| B | SE |
| B | SE |
| B | SE |
| |
| (Constant) | −0.77 | 0.50 | 0.126 | 3.69 | 0.29 | 0.000 | −0.59 | 0.49 | 0.231 |
| Age | 0.18 | 0.07 | 0.008 | −0.06 | 0.04 | 0.093 | 0.18 | 0.06 | 0.006 |
| Family Income | −0.11 | 0.07 | 0.138 | 0.09 | 0.04 | 0.040 | −0.11 | 0.07 | 0.145 |
| Number of Siblings | −0.07 | 0.06 | 0.185 | −0.09 | 0.03 | 0.004 | −0.07 | 0.06 | 0.215 |
| School Class | −0.09 | 0.07 | 0.158 | 0.06 | 0.04 | 0.119 | −0.10 | 0.07 | 0.126 |
| Sharing DGV | 0.23 | 0.08 | 0.007 | −0.04 | 0.05 | 0.373 | 0.24 | 0.08 | 0.004 |
| Frequency of GICCH | 0.24 | 0.05 | <0.001 | −0.04 | 0.03 | 0.174 | 0.24 | 0.05 | 0.000 |
| Watching DGV | 0.50 | 0.09 | <0.001 | −0.02 | 0.06 | 0.746 | 0.49 | 0.09 | 0.000 |
| Playing LoL | 0.47 | 0.16 | 0.003 | −0.10 | 0.09 | 0.284 | 0.45 | 0.16 | 0.005 |
| Narcissism | 0.14 | 0.07 | 0.040 | 0.13 | 0.04 | 0.001 | 0.10 | 0.07 | 0.168 |
| Gaming Disorder | −0.25 | 0.03 | 0.000 | ||||||
| Narcissism X LoL | 0.81 | 0.30 | 0.007 | ||||||
| F | 13.60 | 16.43 | 13.15 | ||||||
|
| <0.001 | <0.001 | <0.001 | ||||||
| R2 | 0.214 | 0.267 | 0.226 | ||||||
Notes. GD = gaming disorder, DGV = digital game videos, LoL = League of Legends, GICCH = going to internet cafes or console halls.
Direct and indirect effects.
| Direct Effect of Narcissism on Happiness | Unstd. | SE | LLCI | ULCI | ||||
|---|---|---|---|---|---|---|---|---|
| Narcissism | > | Happiness | 0.1279 | 0.0392 | 0.0508 * | 0.2050 * | ||
| Indirect Effect of Narcissism on Happiness | ||||||||
|
|
|
|
|
|
|
| ||
| Narcissism | > | Gaming Disorder | > | Happiness | −0.0353 | 0.0176 | −0.0724 * | −0.0037 * |
* The indirect effect is significant if there is no 0 (Zero) between the LLCI and ULCI values.
Figure 2Moderation of Playing LoL on gaming disorder and narcissism.
Figure 3These pictures show the Draw-a-Person test drawings of two children with the highest and lowest scores on the DGAS. (a) The child who drew the picture is 13 years old. He scored 25 points from the DGAS (max. 28–min. 0), 19 points on CNS (max. 30–min. 0), and 33 points (max. 120–min. 30) on SCHI. (b) The child who drew the picture is 12 years old. He scored 0 points on the DGAS, 30 points on CNS, and 119 points on SCHI.