Savaş Mumin, Tuzcu Ince Ayla, Karabiyik Irem Huri, Odek Omer
Department of Public Health Nursing, Faculty of Health Sciences, Adıyaman University, Adıyaman, Turkey.
Department of Public Health Nursing, Faculty of Nursing, Akdeniz University, Antalya, Turkey.
Arch Psychiatr Nurs. 2025 Aug;57:151921. doi: 10.1016/j.apnu.2025.151921. Epub 2025 Jun 20.
With the development of technology, digital game addiction has become a significant public health problem. With the increase in digital game addiction (DGA), there have been changes in healthy lifestyle habits (HLB). Digital literacy (DL) plays an important role in creating a routine for adolescents using digital technologies. This study aimed to evaluate the correlation between DL, DGA, and HLB of adolescent students.
A descriptive cross-sectional study. This study was conducted with 938 secondary school students in three schools in one of the largest cities in Turkiye between May and June 2024. The study data were collected using a descriptive characteristics form, the DGA Scale for Children, the DL scale, and the HLB Scale for Adolescents.
The mean scores of the DGA, HLB, and DL scales were found to be 15.60 ± 5.32, 59.81 ± 11.71, and 72.36 ± 14.49, respectively. Higher DL of the adolescents positively affected their DGA and the HLB. On the other hand, higher DGA of the adolescents caused a negative effect on their HLB.
Promoting non-digital gaming activities and social responsibility projects in schools can support adolescents to adopt a healthier lifestyle by improving their time management skills. Furthermore, it is of great importance to raise awareness among parents about DL. School health and psychiatric nurses can direct adolescents to alternative sports and non-game activities state to minimize technology addiction.
随着技术的发展,数字游戏成瘾已成为一个重大的公共卫生问题。随着数字游戏成瘾(DGA)的增加,健康生活方式习惯(HLB)也发生了变化。数字素养(DL)在为青少年使用数字技术制定日常安排方面发挥着重要作用。本研究旨在评估青少年学生的数字素养、数字游戏成瘾和健康生活方式习惯之间的相关性。
一项描述性横断面研究。2024年5月至6月期间,在土耳其最大城市之一的三所学校对938名中学生进行了这项研究。研究数据通过描述性特征表、儿童数字游戏成瘾量表、数字素养量表和青少年健康生活方式习惯量表收集。
发现数字游戏成瘾、健康生活方式习惯和数字素养量表的平均得分分别为15.60±5.32、59.81±11.71和72.36±14.49。青少年较高的数字素养对其数字游戏成瘾和健康生活方式习惯产生了积极影响。另一方面,青少年较高的数字游戏成瘾对其健康生活方式习惯产生了负面影响。
在学校推广非数字游戏活动和社会责任项目,可以通过提高青少年的时间管理技能来支持他们采用更健康的生活方式。此外,提高家长对数字素养的认识非常重要。学校健康和精神科护士可以引导青少年参与替代性体育和非游戏活动,以尽量减少对技术的成瘾。