Life satisfaction and problematic online gaming among young adults: the mediating roles of depression, anxiety, and stress
| dc.contributor.author | Bekir, Seyhan | |
| dc.contributor.author | Yayla, İbrahim Erdoğan | |
| dc.contributor.author | Makas, Samet | |
| dc.contributor.author | Manci, Egemen | |
| dc.contributor.author | Yildirim, Murat | |
| dc.date.accessioned | 2026-09-01T15:46:31Z | |
| dc.date.available | 2026-09-01T15:46:31Z | |
| dc.date.issued | 2026 | |
| dc.department | Bayburt Üniversitesi | |
| dc.description.abstract | Objective: Problematic online gaming has emerged as a growing concern among young adults, often linked to reduced well-being and increased mental health problems. This study aimed to investigate whether depression, anxiety, and stress mediate the relationship between life satisfaction and problematic online gaming among young adults. Method: A total of 336 Turkish students participated in this cross-sectional study by completing self-reported measures of life satisfaction, depression, anxiety, stress, and problematic online gaming via an online survey. Results: Results indicate that lower life satisfaction related to higher levels of stress and depression, which in turn increase problematic online gaming behaviors. In contrast, anxiety did not have a significant mediating role, since its confidence interval included zero. Conclusions: In conclusion, both direct and indirect associations were found between lower life satisfaction and problematic online gaming, through stress and depression. Anxiety was not found to have a significant mediating effect in this relationship. These findings suggest that interventions aimed at enhancing life satisfaction and reducing psychological suffering could help to prevent such behavior. © 2026 Elsevier B.V. All rights are reserved, including those for text and data mining, AI training, and similar technologies. | |
| dc.identifier.doi | 10.1016/j.entcom.2026.101206 | |
| dc.identifier.issn | 1875-9521 | |
| dc.identifier.scopus | 2-s2.0-105046974306 | |
| dc.identifier.scopusquality | Q2 | |
| dc.identifier.uri | https://doi.org/10.1016/j.entcom.2026.101206 | |
| dc.identifier.uri | https://hdl.handle.net/20.500.12403/8346 | |
| dc.identifier.volume | 58 | |
| dc.indekslendigikaynak | Scopus | |
| dc.language.iso | en | |
| dc.publisher | Elsevier B.V. | |
| dc.relation.ispartof | Entertainment Computing | |
| dc.relation.publicationcategory | Makale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanı | |
| dc.rights | info:eu-repo/semantics/closedAccess | |
| dc.snmz | KA_Scopus_20260820 | |
| dc.subject | Anxiety | |
| dc.subject | Depression | |
| dc.subject | Life Satisfaction | |
| dc.subject | Problematic Online Gaming | |
| dc.subject | Stress | |
| dc.title | Life satisfaction and problematic online gaming among young adults: the mediating roles of depression, anxiety, and stress | |
| dc.type | Article |












