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Öğe Difficulties in Emotion Regulation as a Mediator and Gender as a Moderator in the Relationship Between Problematic Digital Gaming and Life Satisfaction Among Adolescents(Mdpi, 2025) Yayla, Ibrahim Erdogan; Dombak, Kubra; Diril, Sena; Dusunceli, Betul; Celik, Eyup; Yildirim, MuratBackground: Problematic digital gaming has emerged as a significant behavioral concern among adolescents, with potential implications for well-being. Understanding the mechanisms through which problematic digital gaming affects life satisfaction and how these mechanisms may differ by gender is important for targeted interventions. Aims: This study aimed to investigate the mediating role of difficulties in emotion regulation and the moderating role of gender in the relationship between problematic digital gaming and life satisfaction among adolescents. Method: The sample consisted of 458 Turkish adolescents (232 females, 50.7%) aged between 14 and 18 years (M = 16.27). Participants completed the Game Addiction Scale for Adolescents-Short Form, the Life Satisfaction Scale, and the Difficulties in Emotion Regulation Scale-8. Results: Problematic digital gaming was found to have a significant negative association with life satisfaction. Difficulties in emotion regulation significantly mediated the relationship between problematic digital gaming and life satisfaction. Furthermore, gender moderated this mediation effect, with difficulties in emotion regulation being more pronounced among males than females. Conclusions: The findings highlight the importance of emotional regulation in understanding the negative impact of problematic digital gaming on adolescents' life satisfaction, particularly among males. These results suggest the need for gender-sensitive approaches in interventions aimed at improving emotion regulation skills and reducing problematic gaming behavior.Öğe Fear of missing out mediated the relationship between social appearance anxiety and phubbing in Turkish adults(Centre Addiction & Mental Health-Camh, 2024) Batmaz, Hasan; Celik, Eyup; Kocak, Lokman; Tufan, Beyza Nur; Makas, Samet; Yildirim, MuratThe existing body of research lacks investigations into the potential links between fear of missing out (FOMO), social appearance anxiety, and phubbing. For the first time, this study examined the mediating role of FOMO in the relationship between phubbing and social appearance anxiety. Participants included 341 Turkish adults ( M- age = 28.25, SD = 8.02) and completed the measures of FOMO, social appearance anxiety, and phubbing. Results showed that social appearance anxiety was positively related to FOMO and phubbing. Also, FOMO was positively associated with phubbing. The results of the mediation analysis indicated that FOMO partially mediated the association of social appearance anxiety with phubbing. These results suggest that social appearance anxiety exacerbates the FOMO, which in turn leads to an increased level of phubbing. These findings have significant implications for both research and practice.Öğe Moderated Mediation in Problematic Digital Gaming Among Adolescents: Self-Esteem, Social Anxiety, Self-Concealment, and Sensation Seeking(Mdpi, 2025) Yayla, Ibrahim Erdogan; Makas, Samet; Kocak, Lokman; Yildirim, Murat; Dombak, KubraBackground: Problematic digital gaming among adolescents is a common behavioral issue that has negative consequences on school functioning and mental health. Theoretically, it is predicted that low self-esteem paves the way for problematic gaming by increasing social anxiety and self-concealment; this indirect pathway may be stronger in sensation seeking adolescents. Aims: The aim of this study is to examine the relationship between self-esteem and problematic digital gaming among adolescents, first through the PROCESS Model 6 in terms of social anxiety and self-concealment as mediators, and subsequently through Model 89 in terms of moderated mediation by sensation seeking. Method: The sample consisted of 448 Turkish adolescents (243 (54.2%) males, 205 (45.8%) females) aged between 13 and 18 years (M = 15.9). Participants completed the Game Addiction Scale for Adolescents-Short Form, Rosenberg Self-Esteem Scale, Self-Concealment Scale, Brief Sensation Seeking Scale and the Social Anxiety Scale-8. Results: A significant negative relationship was found between self-esteem and problematic digital gaming. Social anxiety and self-concealment fully mediated this relationship (indirect effects were significant). Sensation seeking conditioned the mediation by strengthening pathways to problematic digital gaming (moderated mediation was significant). The indirect effect was greater in those with high sensation seeking. Conclusions: The findings indicate that the negative effect, ranging from self-esteem to problematic digital gaming, progresses through social anxiety and self-concealment, and that this mediation is strengthened in adolescents with high sensation seeking. These results emphasize the need to integrate social anxiety reduction and self-expression skills into interventions in a target-sensitive manner, taking into account differences in sensation seeking.












