Emir Esra, Akça Elif, Badau Adela, Badau Dana
Sport Sciences Faculty, İstanbul Aydin University, İstanbul 34158, Turkey.
Faculty of Physical Education and Mountain Sports, Transilvania University of Brasov, 500036 Brasov, Romania.
Brain Sci. 2025 Jun 3;15(6):598. doi: 10.3390/brainsci15060598.
This study aimed to identify the relationships between individuals' perceptions of leisure boredom, internet usage habits, and gambling motivations, focusing on analyzing the predictive effects by age category in adults. : The study employs quantitative research methods, adopting a relational survey model. The sample group comprises 310 adult (94 female and 214 male) individuals aged 18 and over. Data were collected using the Leisure Boredom Scale (LBS), targeting two subscales: negative (Boredom) and positive (Satisfaction) attitudes toward leisure time, the Leisure Internet Use Scale (LIUS) targeting four forms of leisure, and the Gambling Motivation Scale (GMS) with the following subscales: socialization, entertainment/excitement, escapism, and money-making. In the analysis conducted with SPSS 25.0, independent samples t-test, ANOVA, correlation, and regression analyses were applied. : The findings indicate that leisure boredom significantly predicts internet usage and gambling motivations. Notably, individuals who spend their leisure time on passive activities were found to have higher rates of internet usage, habits, digital addiction, and gambling behavior. The positive relationship between internet usage habits, digital addictions, and risky behaviors such as gambling becomes particularly pronounced among young adults. Leisure time management is critical for individuals' psychological well-being. Cognitive awareness programs, digital literacy education, and promoting participation in healthy leisure activities are recommended as key strategies to prevent risky behaviors.
本研究旨在确定个体对休闲无聊感的认知、互联网使用习惯与赌博动机之间的关系,重点分析成年人不同年龄组的预测作用。该研究采用定量研究方法,采用关系调查模型。样本组由310名18岁及以上的成年人(94名女性和214名男性)组成。使用休闲无聊感量表(LBS)收集数据,该量表针对两个子量表:对休闲时间的消极(无聊)和积极(满足)态度;休闲互联网使用量表(LIUS)针对四种休闲形式;赌博动机量表(GMS)包括以下子量表:社交、娱乐/刺激、逃避现实和赚钱。在用SPSS 25.0进行的分析中,应用了独立样本t检验、方差分析、相关性分析和回归分析。研究结果表明,休闲无聊感能显著预测互联网使用和赌博动机。值得注意的是,那些将休闲时间用于被动活动的人,其互联网使用、习惯、数字成瘾和赌博行为的发生率更高。互联网使用习惯、数字成瘾与赌博等风险行为之间的正相关关系在年轻人中尤为明显。休闲时间管理对个体的心理健康至关重要。建议将认知意识项目、数字素养教育以及促进参与健康的休闲活动作为预防风险行为的关键策略。