File | Description | Size | Format | |
---|---|---|---|---|
Doctorate Degree in Philosophy of Nursing, Palestine | 5.19 MB | Adobe PDF |
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.
Written by: Laura Frnka-Davis | Updated: August 15, 2024
A study offering insights into understanding and managing the behavioral and psychological symptoms of Alzheimer’s disease and related dementias led by a team of UTHealth Houston researchers has been published in Alzheimer’s & Dementia , the journal of the Alzheimer’s Association.
Carolyn Pickering, PhD, RN, professor and Isla Carrol Turner Chair in Gerontological Nursing at Cizik School of Nursing at UTHealth Houston and a noted expert in dementia family caregiving, led the research applying an innovative framework to identify patterns of behavioral and psychological symptoms of dementia. Her research distinguishes between general profiles of symptoms common among different people, known as subsyndromes, and the way symptoms group together based on daily variations in symptoms experienced by individuals, referred to as symptom clusters.
“Behavioral and psychological symptoms of dementia can vary within the same person due to factors like the time of day, noise levels, and even hydration status,” said Pickering, first and corresponding author on the study, and head of the Pickering Caregiver Lab team, a research hub to advance the care of people with dementia. “Our study is significant because it offers a new way of thinking about how to manage symptoms for persons living with dementia that may be more effective than current approaches that tend to lump all symptoms together as one experience.”
The study followed 68 family members who live with and care for family members living with dementia. Caregivers reported daily on their loved ones’ 23 different symptoms related to dementia, including eating difficulties, uncooperativeness, delusions, depression, anxiety, apathy, and wandering, producing a total of 443 daily reports over the course of eight days. To analyze the data, Pickering and her team used a novel statistical method that considered the variation within each person and between different people.
Researchers noted a high occurrence of possible delirium in home care settings, usually associated with hospitals. The finding highlights the need for better awareness and education on how caregivers can manage delirium at home.
“By understanding and addressing both subsyndromes and symptom clusters, we can create new and targeted ways to help health care professionals and caregivers manage dementia symptoms more effectively,” said Pickering. “This comprehensive approach will improve the quality of care and support for individuals with dementia and their families.”
Funded by the Alzheimer’s Association, this research makes significant strides in managing behavioral and psychological symptoms of dementia.
Additional UTHealth Houston authors include Vicki Winstead, PhD, MA, senior program manager at the Pickering Caregiver Lab; Mustafa Yildiz, PhD, assistant professor at Cizik School of Nursing; and Andrew Pickering, PhD, associate professor at McGovern Medical School at UTHealth Houston. Other authors are Danny Wang and Maria Yefimova, lead nurse scientist at University of California San Francisco.
Laura Frnka-Davis
Read more about
Carolyn e pickering, phd, rn.
BMC Nursing volume 23 , Article number: 563 ( 2024 ) Cite this article
78 Accesses
Metrics details
It was conducted to investigate digital gaming addiction among nursing students and the associated factors of such addiction.
The descriptive and relationship-seeking study's universe included 1665 nursing students in three universities' nursing faculties and departments. The sample size was determined to be 774 based on a power analysis with a type I error rate of 0.05, a power of the test of 0.80 (α = 0.05, 1-β = 0.80), and an effect size of d = 0.10. Student Information Form, The Digital Game Addiction Scale (DGAS-7), and the Digital Game Playing Motivation Scale (DGPMS) were used to collect student information. Data analysis was performed using the Mann–Whitney U test, Kruskal–Wallis H test, Spearman correlation, and Binary Logistic Regression Model.
It was found that 83.7% of the students were female, and the mean age and BMI were 20.03 ± 1.72 years and 21.98 ± 2.90 kg/m 2 , respectively. A statistically significant positive correlation was found between the students' Digital Game Addiction Scale and Digital Game Playing Motivation Scale Achievement and Energizing ( r = 0.717), Curiosity and Social Acceptance ( r = 0.612), and Uncertainty in Game Desire ( r = -0.110) sub-dimensions mean scores ( p < 0.001).
The relationship between nursing students' digital game addiction, game playing motivation, and several individual characteristics affecting digital games was found. The study's results call for further research to focus on developing and testing interventions that could effectively reduce gaming addiction while enhancing positive aspects of digital engagement among nursing students.
Peer Review reports
Due to technological advancements, urbanization, and decreased physical play areas, the current generation increasingly turns to indoor activities and digital gaming, utilizing computers, game consoles, and online games. The phenomenon of digital gaming addiction has evolved significantly across different generations. The Silent Generation and Baby Boomers experienced the early days of gaming with arcade games and rudimentary home consoles, where addiction was rare due to limited access. Gen X witnessed the advent of more advanced gaming systems like Atari and Nintendo, leading to increased engagement, though gaming addiction was still not widely recognized. Millennials grew up with the rapid expansion of digital technology and the internet, facing the first wave of widespread gaming addiction as games became more immersive and socially connected. Gen Z has been immersed in a digital world from birth, with higher instances of gaming addiction due to the rise of eSports, streaming platforms, and mobile gaming. Gen Alpha is growing up in an era of ubiquitous digital technology, with gaming integrated into early childhood experiences, making the long-term effects of early exposure to digital gaming and potential addiction an ongoing concern. Over time, digital gaming addiction has progressed from a rare phenomenon to a widespread issue, particularly affecting Millennials and Gen Z, with implications for future generations like Gen Alpha [ 1 ]. This shift towards virtual environments is prevalent and expanding among children and adolescents, with a significant daily increase in digital game players. The popularity of these games continues to grow even among younger children [ 1 , 2 , 3 , 4 ]. The uncontrolled urge to engage in digital gaming can lead to significant changes in social life, emotions, and thoughts, potentially culminating in gaming addiction [ 5 , 6 , 7 ]. International studies have shown that the incidence of gaming addiction varies between 2 and 15% [ 3 , 8 ], and according to the American Medical Association, 90% of adolescents engage in digital gaming, with 15% demonstrating addictive behaviors [ 9 ].
Digital games offer a virtual realm where users can fulfill their fantasies, creating a world that doesn’t exist in reality [ 3 , 6 , 10 ]. Within university settings, where interpersonal interactions and communication are emphasized, young adults frequently engage in digital gaming to connect with friends [ 8 , 10 , 11 ]. Research by Shuvo and Biswas has indicated a significant association between the time spent on screen-based devices and playing digital games with overweight and obesity among university students [ 12 ]. Moreover, findings by Polat and Topal suggest that digital game addiction is significantly predicted by factors such as gender, academic achievement, and hours spent gaming on computers and smartphones each week rather than by body mass index or types of players [ 13 ].
The research on digital gaming addiction among nursing students is essential due to its impact on the cognitive and emotional skills critical for patient care, such as attention, decision-making, and stress management. This focus is crucial in nursing education to prepare students for the demanding healthcare environment. These consequences are not exclusive to nursing students; however, they are particularly significant for this group due to their direct implications on patient care and safety. While other university students might experience reduced academic performance and social interaction from gaming addiction, these issues do not typically present immediate life-or-death consequences. In contrast, in nursing, digital addiction directly impacts public health and safety. This study underscores the need for proactive measures in nursing education to equip students with the skills to tackle digital addiction effectively, enhancing patient safety and overall care quality. This approach benefits the nursing professionals and the broader healthcare system, establishing the study's relevance and necessity in training nurses to handle complex health challenges, including addictions, in their careers. The central research questions were as follows:
What are the levels of digital game addiction and digital game playing motivation among nursing students?
What factors affect nursing students' digital game addiction and digital game playing motivation?
Study design and participants.
The study was designed to be descriptive and correlational, aiming to investigate the addiction of nursing students to digital gaming and associated factors. The research was conducted on a population of 1665 nursing students studying at nursing faculties and departments at two state universities and one foundation university in Istanbul during the 2020–2021 academic year. Using the G*Power 3.0.10 program, the sample size was determined to be 774 based on a power analysis with a type I error rate of 0.05, a power of the test of 0.80 (α = 0.05, 1-β = 0.80), and an effect size of d = 0.10 [ 9 ]. In this study, the sample comprised 774 nursing students. The criteria for sample selection were being a nursing student who was enrolled and actively attending classes at the time of the study, having no communication problems, playing computer or video games, and volunteering to participate in the study.
The data were collected using the Nursing student information form, the Digital Game Addiction Scale (DGAS-7), and the Digital Game Playing Motivation Scale (DGPMS).
The questionnaire developed by the researchers on the relevant literature was based on factors such as the student's sex, age, age groups, marital status, class, body mass index (BMI), BMI classification, class, and digital gaming tool (smartphone, tablets, consoles) [ 3 , 5 , 8 , 14 ].
Yalçın Irmak and Erdoğan [ 5 ] adapted the scale Lemmens et al. [ 15 ] created to identify problematic digital game playing behaviors in Turkish. The DGAS-7 is the short form of the DGAS-21 and consists of 7 subdimensions and 21 items. The DGAS-7 consists of 7 items in total. The scale consists of five-point Likert-type questions, ranging from 1 to 5, with overall scores between 7 and 35. Two formats, monothetic and polythetic, were preferred to determine whether an adolescent was addicted to gaming according to the DOBÖ. In the monothetic format, if the individual scores 3 (sometimes) and above 3 on all 7 items in the scale, he/she is considered risky, and according to another format, polythetic, if he/she scores 3 (sometimes) and above 3 on at least 4 of all items, he/she is considered a high-risk game addict [ 5 ]. An increase in score on the scale means that it reflects more severe levels of addiction to digital games and suggests worsening conditions in terms of gaming behavior. Higher scores on this scale indicate a higher likelihood of digital game addiction [ 5 ]. The Cronbach's alpha coefficient of the original scale was 0.920, while in the Turkish version and this study, the values were 0.730 and 0.823, respectively.
The scale devised by Tekkurşun Demir and Hazar [ 16 ] to ascertain the motives for playing digital games consists of 19 items and 3 subdimensions. It comprises 3 subdimensions: Success and revival, curiosity and social acceptance, and uncertainty in willingness to play. On the five-point Likert-type scale, in the scoring of this scale, this part, including the 1st to 14th items, is scored directly, while the part between the 15th and 19th items is scored reversely. The lowest score that can be obtained from the DGPMS is 19, and the highest score is 95. The higher the score obtained from this scale, the greater an individual's motivation to play digital games, indicating that participants with high scores exhibit positive motivation. The Cronbach alpha coefficients are 0.96 for the Digital Gaming Play Motivation Scale, 0.70 for achievement and revitalization, 0.87 for curiosity and social acceptance, and 0.72 for uncertainty in-game requests [ 16 ]. In this study, Cronbach's alpha coefficient was 0.825 for achievement and revival, 0.926 for curiosity and social acceptance, and 0.909 for uncertainty in willingness to play.
After providing institutional approval and ethical clearance, study data was collected using Google Forms. The Student Affairs departments at the participating nursing faculties were initially contacted via their institutional email addresses to facilitate the study distribution. Once the necessary permissions were obtained, the data collection forms link was provided to these offices.
Subsequently, the Student affairs offices emailed the data collection forms to nursing students in all academic years (first through fourth) using the student's official university email addresses. Throughout this process, care was taken to ensure that no identifying information such as names, student numbers, or any other personal identifiers was collected, maintaining the confidentiality and anonymity of all participants. The process was designed to emphasize the voluntary nature of participation, allowing students to opt-out at any time without repercussions.
Data collection forms were delivered online through three universities' nursing faculties and departments. The study details were presented on the first page of each form. Before commencing, students were required to click the “I approve” button if they agreed to participate. Completing the data collection forms took approximately 15 min.
The study was approved by the Ethics Committee of Istanbul University-Cerrahpaşa, Social Sciences, and Humanities Research Ethics Committee (Date: 13.10.2020 Number: 70800) and conducted in accordance with the ethical standards laid down by the Declaration of Helsinki (1964) and all subsequent revisions.
The statistical analyses were performed using SPSS (IBM SPSS Statistics 24) software. Tables containing frequency distributions and descriptive statistics were used to interpret and explain the data obtained in the study. As a result of the Shapiro–Wilk test applied, p was found to be < 0.05, and it was determined that the data did not comply with normal distribution. Non-parametric methods were used for measurement values that did not comply with normal distribution. The Mann‒Whitney U test was used to analyze two independent groups, while the Kruskal‒Wallis H test was used for three or more independent groups. When a significant difference was identified for three or more independent groups, the Bonferroni correction was applied to examine the variable values by comparing them in pairs. The Spearman correlation coefficient was utilized to investigate the relationship between the abnormally distributed data. We used a binary logistic regression model to determine the factors influencing the risk of digital game addiction. We assessed the outcomes at a 95% confidence interval using a significance level of p < 0.05.
Examining the students' characteristics, 83.7% ( n = 648) were female, with a mean age of 20.03 ± 1.72 years. Additionally, 32.3% were 21 years or older, 99.2% ( n = 768) were single, and their average BMI was 21.98 ± 2.90 kg/m 2 . Furthermore, 76.4% ( n = 591) of the students were classified as having an average weight according to their BMI. A total of 34.1% ( n = 264) of the nursing students were 1 year of study; all ( n = 774) lived at home, and 94.8% ( n = 734) preferred smartphones as a tool (Table 1 ).
The nursing students' mean total score on DGAS-7 was 12.65 ± 4.29 (min.-max: 7.0–35.0), and the mean total scores on the DGPMS subdimensions were 12.60 ± 4.51 (min.-max: 5.0–25.0) in achievement and revival, 23.63 ± 9.34 (min.-max: 9.0–45.0), and 15.25 ± 6.08 (min.-max: 5.0–25.0) uncertainty in-game requests (Table 2 ).
The DGAS-7 has a possible score range from 7 to 35, with higher scores indicating greater levels of game addiction. A mean score of 12.65 suggests a relatively low level of game addiction among nursing students.
Table 3 shows a positive and significant relationship between the DGAS-7 score and the subdimensions of the DGPMS score and between the scores and the mean scores for success and revival ( r = 717; p < 0.001), curiosity, and social acceptance ( r = 0.612; p < 0.05). There was no correlation between the DGAS-7 score and the uncertainty in the willingness to play ( r = -0.110; p = 0.002) of the DGPMS ( p > 0.05).
As shown in Table 4 , the mean DGAS-7 scores of the male nursing students were significantly greater than those of the female nurses (Z = -7.188; p < 0.001).
The mean DGAS-7 score was significantly greater for students aged 21 years and older (χ2 = 15.374; p = 0.002). At the same time, it was determined that the mean scores of the DGPMS success and revival (Z = -5.785; p < 0.001), curiosity, and social acceptance (Z = -5.852; p < 0.001) sub-dimensions of male students were statistically significantly higher than female students ( p < 0.05). Students aged 21 years and over had statistically significantly higher mean scores in the DGPMS success and revival (χ2 = 20.663; p < 0.001), curiosity, and social acceptance (χ2 = 17.183; p = 0.001) sub-dimensions compared to other age groups. The mean score of 20-year-old students in the DGPMS uncertainty in willingness to play (χ2 = 9.778; p = 0.021) subscale was statistically significant compared to different age groups (Table 4 ).
Concerning marital status, the mean DGAS-7 score was significantly greater for single students (Z = -2.325; p = 0.020). The overweight students' mean DGAS-7 scores (χ2 = 10.671; p = 0.014) according to their BMI were greater than those of the other groups (Table 4 ).
Considering BMI, it was determined that the mean scores of the DGPMS success and revival (χ2 = 11.474; p = 0.009) sub-dimension scores of overweight students were significantly higher than the others ( p < 0.05) (Table 4 ).
According to the class variable, the mean DGAS-7 scores of students in years 2, 3, and 4 were significantly greater than those in 1 year of study (χ2 = 18.764; p < 0.001) (Table 4 ). Regarding the game tool, the mean DGAS-7 score of the nursing students who played with a tablet was significantly greater than that of those who played with a smartphone (Z = -2.277; p = 0.023). According to the digital gaming tool, the mean scores of the DGPMS success and revival (Z = -2.240; p = 0.025), curiosity, and social acceptance (Z = -2.913; p = 0.004) sub-dimension scores of the students who preferred to play digital games with tablets were statistically significantly higher than those who played with smartphones ( p < 0.05) (Table 4 ).
According to Table 5 , according to the logistic regression (LR) analysis performed by considering the risk status of nursing students' Digital Game Addiction Scale, it was determined that the Success and Revival subscale of the Digital Game Playing Motivation Scale was a significant variable on the risk of digital game addiction ( p < 0.05). When the Success and Revival Score increases by 1 unit, the risk of digital game addiction increases by 47.2% (OR = 1.472).
Students may engage with digital games for various reasons during their university education, potentially leading to digital game addiction if not properly managed [ 16 , 17 ]. This study found that digital game addiction among nursing students, as measured by DGAS-7, was generally low. This observation aligns with previous research by Aktan [ 18 ] and Aktaş with Bostancı-Daştan [ 3 ], which also noted low levels of game addiction among nursing students. Despite the challenges posed by the pandemic, nursing students appear to be aware of potential digital gaming issues and manage their gaming habits accordingly.
Regarding motivation for playing digital games, DGPMS revealed that curiosity and social acceptance were significant factors. These external motivations drive gaming behavior, which include the desire for rewards such as trophies and status and the sensory appeal of game sounds and effects [ 19 ]. Further studies have confirmed that curiosity and social acceptance are predominant, followed by motives like uncertainty, success, and survival in gaming scenarios [ 20 ]. This indicates that external factors are strong determinants of gaming behavior among nursing students, primarily motivated by curiosity, as is common among their peers in different fields.
The subdimension of uncertainty in gaming desire, which ranks second for motivational factors in digital gaming, suggests that students engage in gaming without fully considering the consequences or causes of their gaming habits [ 21 ]. This aspect is crucial as it contrasts with the critical thinking and evidence-based practices emphasized in nursing education, grounded in real-world experiences.
Interestingly, the study also highlights that intrinsic motivations such as achievement and revitalization, which include elements like ambition and happiness, are less influential among nursing students [ 22 , 23 ]. This finding, corroborated by Güler and Çakır [ 21 ], suggests a lesser inclination towards gaming driven by these intrinsic factors, challenging some prior studies [ 1 , 2 ].
Correlations were observed between various motivational subdimensions—achievement, revival, curiosity, and social acceptance—and digital game addiction [ 24 , 25 ]. These correlations suggest that while motivations can vary, they significantly influence the likelihood of addiction, particularly through social motivations [ 7 ].
Examining demographic factors, we found that male nursing students scored higher on the DGAS-7 than their female counterparts, potentially due to cultural and social dynamics that encourage men more towards gaming [ 3 , 10 , 11 , 25 ]. The influence of gender on game addiction is also seen in different responses to the motivational factors within the DGPMS, where success, revival, curiosity, and social acceptance scores were notably higher among males [ 20 , 21 ].
Age also plays a critical role; older students (21 years and above) reported higher addiction scores, possibly exacerbated by the remote learning conditions imposed during the pandemic [ 6 , 25 ]. This was a deviation from the trends observed in younger age groups, where the pandemic seemed to reduce the interactive aspects of their education, leading to increased gaming.
Marital status and physical health also influenced gaming behavior. Single students and those classified as overweight according to BMI had higher scores on the DGAS-7 [ 26 , 27 ]. This could be attributed to more free time and less engagement in physical activities, respectively.
Lastly, the type of device used for gaming was a significant factor, with students using tablets showing higher addiction scores than those using smartphones [ 4 , 28 ]. The ease of use and the immersive experience provided by tablets might contribute to higher levels of engagement and, consequently, higher motivation and addiction scores.
This analysis demonstrates that digital game addiction and motivation among nursing students are influenced by a complex interplay of demographic, psychological, and environmental factors. Understanding these factors can help in developing targeted interventions to manage potential addiction issues effectively [ 29 ].
This study had some limitations. A self-report scale was used to gather information about all the variables that might have the potential for bias. Another limitation was that causality could be explained to a limited extent due to the descriptive and correlational design of the study. The study's non-experimental design was limited to nursing students from three specific universities: two state universities and one foundation university. Consequently, the findings are applicable only to these institutions.
This study investigated the levels of digital game addiction and digital game playing motivation among nursing students and the factors influencing these aspects. The findings indicate that digital game addiction is generally low among nursing students, yet certain factors such as gender, age, BMI, and the type of device used for gaming (particularly tablets) significantly affect both addiction levels and motivational subdimensions.
Male students, those aged 21 and older, overweight students, and those who prefer tablets for gaming are more likely to have higher digital game addiction scores. These demographic and device preference factors also enhance motivational aspects related to digital gaming, particularly in Success and Revival, Curiosity, and Social Acceptance. While overall addiction levels are low, they are influenced by specific demographic and behavioral factors, which are crucial for developing interventions aimed at reducing game addiction risks and promoting healthier gaming habits among nursing students.
This study shows that evaluating nursing students in terms of digital addictions is critical in preventing future health problems. In line with these results, it can be suggested that digital games can be transferred to the nursing curriculum to be used in cognitive and psychomotor areas and that more comprehensive studies on the effects and management of these games on individuals should be suggested.
The data sets used and/or analyzed during the current study are available from the corresponding author at reasonable request.
Demirel HG, Cicioğlu HI, Demir TG. Research on the digital game playing motivation levels of high school students. J Phys Educ Sport Sci. 2019;21(3):128–37.
Google Scholar
Tekkurşun-Demir G, Cicioğlu HC. The relationship between motivation for physical activity participation and motivation for digital gaming. Spormetre J Phys Educ Sport Sci. 2019;17(3):23–34.
Aktaş B, Bostancı-Daştan N. Game addiction levels of university students in Covid-19 pandemic and the effect of pandemic on digital gaming status. J Depend. 2021;22(2):129–38.
Öztekin A, Kavan N, Dündar M, Meriç I. Investigation of university students’ digital game addiction during the coronavirus outbreak process. Asya Stud Acad Soc Stud. 2021;5(18):109–19.
Article Google Scholar
Yalçın-Irmak A, Erdoğan S. Validity and reliability of the Turkish version of the Digital Game Addiction Scale. Anatolian J Psychiatry. 2015;16(1):10–8.
Lin CY, Imani V, Broström A, Årestedt K, Pakpour AH, Griffiths MD. Evaluating the psychometric properties of the 7-item Persian Game Addiction Scale for Iranian adolescents. Front Psychol. 2019;10:149.
Article PubMed PubMed Central Google Scholar
Nergiz H, Nergiz SF. A review of national postgraduate theses investigating digital game addiction in children, adolescents, or young people. J Youth Stud. 2021;9(23):53–70.
Turan N, Durgun H, Kaya H, Aştı TA, Yılmaz Y, Gündüz G, Kuvan D, Ertaş G. Relationship between nursing students’ levels of internet addiction, loneliness, and life satisfaction. Perspect Psychiatr Care. 2020;56(3):598–604.
PubMed Google Scholar
Yalçın-Irmak A, Erdoğan S. Digital game addiction among adolescents and younger adults: a current overview. Turk J Psychiatry. 2016;27(2):128–37.
Kesici A. The effect of conscientiousness and gender on digital game addiction in high school students. Journal of Education and Future Year. 2020;18:43–53.
Tekkurşun-Demir G, İlhan LE, Esentürk O, Kan A. Motivation Scale for Sports Participation of People with Disabilities (MSSPPD): A study of validity and reliability. Spormetre J Phys Educ Sport Sci. 2018;16(1):91–102, 095–106.
Polat A, Topal M. Relationship between digital game addiction with body mass index, academic achievement, player types, gaming time: A cross-sectional study. J Educ Technol Online Learn. 2022;5(4):901–15.
Shuvo SD, Biswas BK. The degree of association between overweight and obesity with the use of electronic media among Bangladeshi adolescents. PLoS One . 2023;18(1):e0280544.
Savci M, Ercengiz M, Yildiz B, Griffiths MD, Aysan F. Can risky behaviors, gaming addiction, and family sense of coherence accurately classify gender among university students? Curr Psychol. 2021;41:7522–31.
Lemmens JS, Valkenburg PM, Peter J. Development and validation of Game Addiction Scale for Adolescents. Media Psychol. 2009;12(1):77–95.
Tekkurşun-Demir G, Hazar Z. Digital Game Playing Motivation Scale: Validity and reliability study. Niğde Univ J Phys Educ Sports Sci. 2018;12(2):128–39.
Ryu HJ, Kim H. The relationship between self-control and Internet game addiction proneness in college students: dual mediating effects of perceived stress and coping strategy. Korean J Clin Psychol. 2018;37(2):156–65.
Aktan E. Assessment of social media addiction levels of university students by numerous variables. J Erciyes Commun. 2018;5(4):405–21.
Güngören ÖC. The effects of adaptive educational web environment on students’ academic achievement and motivation. Kastamonu Educ J. 2019;27(3):1311–26.
Özcan K, Sengir S. Examining the digital game-playing motivations of students studying graphic design in terms of various variables. Ondokuz Mayis Univ J Educ Facult. 2020;39(3):155–69.
Güler MS, Çakir E. Analysis of the relationship between digital game-playing motivation and physical activity. Afr Educ Res J. 2020;8:9–16.
Bozkurt Mutlu T, Tamer K. Relationship between digital game motivation and body mass index. Gaziantep Univ J Sport Sci. 2020;5(2):105–20.
Altay A, Koç H. Investigation of the relationship between physical activity participation motivation and digital game-playing motivation in terms of the differences between female and male students. Düzce Univ J Sports Sci. 2022;2(1):45–60.
Çelebi E. The role of game addiction on motivation for the socialization process. Gumushane Univ J Facult Commun. 2020;8(1):643–68.
Hazar Z, Tekkurşun-Demir G, Namlı S, Türkeli A. Investigation of the relationship between digital game addiction and physical activity levels of secondary school students. Niğde University Journal of Physical Education and Sports Sciences. 2017;11(3):320–32.
Kaya N, Aştı T, Kaya İ, Yaylacı S, Kaya H, Turan N, Aydın GÖ. Association between attitudes of high school students toward internet usage and health practices in Turkey. East Mediterr Health J. 2016;22(11):824–31.
Leatherdale ST, Harvey A. Examining communication- and media-based recreational sedentary behaviors among Canadian youth: results from the COMPASS study. Prev Med. 2015;74:74–80.
Article PubMed Google Scholar
Mustafaoğlu R, Yasacı Z. The negative effects of digital game playing on children’s mental and physical health. J Depend. 2018;19(3):51–8.
Işıkoğlu Erdoğan N. Is digital play popular? Examining parents’ play preferences for their children. Pamukkale Univ J Educ. 2019;46:1–17.
Download references
The authors would like to extend to all nursing students who participated in this study.
The authors declare that there are no conflicts of interest regarding the publication of this article.
This study did not receive any specific funding from governments and organizations.
Authors and affiliations.
Graduate Education Institute, Istanbul University-Cerrahpaşa, Avcılar Kampüsü, Istanbul, 34320, Türkiye
Hasan Sağlam
Department of Fundamentals of Nursing, Faculty of Nursing, Istanbul University, Süleymaniye Mahallesi Bozdoğan Kemer Caddesi Prof. Dr. Cahit Orhan Tütengil Sokak No:1, Istanbul, 34116, Turkey
Nuray Turan
You can also search for this author in PubMed Google Scholar
Nuray Turan: Methodology; Hasan Sağlam: Data collection; formal analysis; Nuray Turan: Conceptualization; supervision; writing-review and editing. All authors agreed to be accountable for all aspects of the work and have given final approval for the version to be published.
Correspondence to Nuray Turan .
Ethics approval and consent to participate.
All participants gave informed consent for inclusion before participating in the study. The Declaration of Helsinki conducted the study, and the protocol was approved by the Ethics Committee of Istanbul University-Cerrahpasa Project identification code 2020/70800, dated 13.10.2020. Before starting to collect data, written permission was obtained from the institutions where the research was conducted [Istanbul University-Cerrahpaşa Florence Nightingale Faculty of Nursing (14.09.2020/119213), Istanbul Medeniyet University Faculty of Health Sciences Department of Nursing (16. https://doi.org/10.2020/70734980-100-E.3701 ), Bezmialem. Retrieved from Foundation University, Faculty of Health Sciences, Department of Nursing (09.11.2020/5403). The authors confirm that all methods were conducted in accordance with the ethical principles.
Not applicable.
The authors declare no competing interests.
Publisher’s note.
Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Open Access This article is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License, which permits any non-commercial use, sharing, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if you modified the licensed material. You do not have permission under this licence to share adapted material derived from this article or parts of it. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by-nc-nd/4.0/ .
Reprints and permissions
Cite this article.
Sağlam, H., Turan, N. Investigation of nursing students' addiction to digital game play and associated factors. BMC Nurs 23 , 563 (2024). https://doi.org/10.1186/s12912-024-02244-w
Download citation
Received : 12 March 2024
Accepted : 08 August 2024
Published : 15 August 2024
DOI : https://doi.org/10.1186/s12912-024-02244-w
Anyone you share the following link with will be able to read this content:
Sorry, a shareable link is not currently available for this article.
Provided by the Springer Nature SharedIt content-sharing initiative
ISSN: 1472-6955
IMAGES
COMMENTS
Among the disciplines involved in diabetes education, nursing has played a pivotal role in the diabetes team management concept. This was well illustrated in the Diabetes Control and Complications Trial (DCCT) by the effectiveness of nurse managers in coordinating and delivering diabetes self-management education.
On March 6th, 2019, Maria Fernandez, a 19-year-old female, presented to the Emergency Department with complaints of nausea, vomiting, abdominal pain, and lethargy. She reveals a recent diagnosis of type 1 diabetes but admits to noncompliance with treatment. At the time of admission, Maria's vital signs were as follows: BP 87/50, HR 118, RR 28 ...
Check out this case study on diabetes mellitus & learn everything you will need to about to ace your NCLEX questions. View the online lesson today!
PRESENTATION OF CASE. Dr. Max C. Petersen (Medicine): A 34-year-old woman was evaluated in the diabetes clinic of this hospital for hyperglycemia. Eleven years before this presentation, the blood glucose level was 126 mg per deciliter (7.0 mmol per liter) on routine laboratory evaluation, which was performed as part of an annual well visit.
Elizabeth Nash, Yesenia Nunez and Casey Salinas. Molly is a 22 y.o. female performing arts students at CSUCI with an emphasis in theater. At 16 y.o., she was diagnosed with type 1 DM. Her pharmacological regimen consist 2 different types of insulin, which include glargine (long acting, basal) and humalog (rapid acting, meal coverage).
Case 36: Management of Severe Insulin Resistance in a Pregnant Patient with Type 2 Diabetes: The Use of U-500 Regular Insulin via Continuous Subcutaneous Infusion
Explore 6 innovative strategies to teach diabetes care to nursing students, including simulations, gamification, VR, role-playing, case studies, and real-world scenarios, for effective learning.
Diabetes & Primary Care 's series of interactive case studies is aimed at GPs, practice nurses and other professionals in primary and community care who would like to broaden their understanding of type 2 diabetes. The three mini-case studies presented with this issue of the journal take you through what to consider in making an accurate ...
This article examines the aetiology, pathophysiology, diagnosis and treatment of type 2 diabetes using a case study approach. The psychosocial implications for the patient are also discussed. The case study is based on a patient with diabetes who was admitted to hospital following a hypoglycaemic episode and cared for during a practice placement.
This is a case study that gives an overview of a patient with a long-term condition (LTC) and how this condition is being managed. It outlines the underlying causes, pathophysiology and existing management plan of the condition and considers the role nurses play in caring for such patient.
CASE A 47-year-old woman was found to have hyperglycemia at a health fair when a random blood glucose level was 227 mg/dL (12.6 mmol/L). Several days later, a fasting blood glucose value was 147 mg/dL (8.2 mmol/L). She has no previous history of diabetes, is alarmed by the possibility of having this disorder, and seeks your advice.
Thomas-Dobersen D, Dobersen M: Case study: a 55-year-old man with obesity, hypertriglyceridemia, and newly diagnosed type 2 diabetes who collapsed and died. Clinical Diabetes
Faculty Case Studies. The purpose of this project was to develop a repository of NextGen NCLEX case studies that can be accessed by all faculty members in Maryland. Detailed information about how faculty members can use these case students is in this PowerPoint document PPTX. The case studies are in a Word document and can be modified by ...
A college student comes to the student health center with a 4-day history of flu-like symptoms. The client reports feeling increasing fatigue, thirst, and…
Elizabeth Nash, Yesenia Nunez and Casey Salinas. Molly is a 22 y.o. female performing arts student at CSUCI with an emphasis in theater. At 16 y.o., she was diagnosed with type 1 DM. Her pharmacological regimen consist 2 different types of insulin, which include glargine (long acting, basal) and humalog (rapid acting, meal coverage).
Critical thinking nursing case study on diabetes insipidus for nursing students.
Nursing students frequently have difficulty understanding diabetes mellitus and other chronic illnesses. Using the active learning technique of the case study method enables students to understand the difficulty in taking care of clients with chronic illnesses.
Learn how to prepare for the NextGen NCLEX with our test bank of clinical judgment scenarios and case studies. Access the resources for free.
NUR 130 Week 14/15 Diabetes Case Study (Assignment) You are volunteering at a Health Fair being conducted at a local community health clinic in a large metropolitan area. You are assigned to work with an advanced practice nurse in diabetes management and are assisting in the screening process for hyperglycemia.
Ideal for both individual study and group work, this case study fosters collaborative learning environments where students can exchange ideas, discuss best practices, and solve clinical dilemmas together. Whether used in the classroom or for self-directed learning, our Diabetes Case Study equips students with the knowledge and skills necessary to provide optimal care for patients with diabetes.
Online nursing case study for DKA & learn everything you will need to about to ace your NCLEX questions. View the online lesson today!
The unfolding case studies can enhance students' acquisition of diverse learning experiences through interactive case scenario discussions. There is a lack of existing research that examined the effects of unfolding case studies on knowledge acquisition, critical thinking, and self-efficacy among undergraduate nursing students.
The rape and murder of a female doctor in India highlight the violence against healthcare workers.
A study offering insights into understanding and managing the behavioral and psychological symptoms of Alzheimer's disease and related dementias led by a team of UTHealth Houston researchers has been published in Alzheimer's & Dementia, the journal of the Alzheimer's Association.
It was conducted to investigate digital gaming addiction among nursing students and the associated factors of such addiction. The descriptive and relationship-seeking study's universe included 1665 nursing students in three universities' nursing faculties and departments.