Please use this identifier to cite or link to this item: https://hdl.handle.net/11499/46257
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dc.contributor.authorIsikoglu, Nesrin-
dc.contributor.authorErol, Ahmet-
dc.contributor.authorAtan, Abdullah-
dc.contributor.authorAytekin, Serkan-
dc.date.accessioned2023-01-09T21:10:16Z-
dc.date.available2023-01-09T21:10:16Z-
dc.date.issued2023-
dc.identifier.issn1046-1310-
dc.identifier.issn1936-4733-
dc.identifier.urihttps://doi.org/10.1007/s12144-021-01442-y-
dc.identifier.urihttps://hdl.handle.net/11499/46257-
dc.description.abstractThe prevalence of digital play devices, including tablets and smartphones, has led to overuse among some young children. The purpose of this research is to examine the overuse cases among young children. Participants of this qualitative case study were five children aged five to seven years, their parents, and a psychiatrist. The data were mainly obtained through semi-structured interviews. Interviews were further supported by close observations, a collection of digital play diaries, as well as an interview with a psychiatrist who specializes in childhood gaming addiction. Then data analyzed using content analysis techniques. The results are presented in five themes: practices, reasons, feelings about overuse, restricting playtime, and content. The first three themes described the nature of the overuse, while the last two themes described the parents' efforts to restrict their children's digital play. Findings revealed that the joint effects of different factors triggered children's overuse, that parents and children felt a range of emotions from happiness to aggression, and that parents' restrictive mediation strategies were mostly infective.en_US
dc.language.isoenen_US
dc.publisherSpringeren_US
dc.relation.ispartofCurrent Psychologyen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectDigital playen_US
dc.subjectParental mediationen_US
dc.subjectDigital parentingen_US
dc.subjectParental restrictionsen_US
dc.subjectYoung-Childrenen_US
dc.subjectParental Mediationen_US
dc.subjectScreen Timeen_US
dc.subjectGamesen_US
dc.subjectTechnologyen_US
dc.titleA qualitative case study about overuse of digital play at homeen_US
dc.typeArticleen_US
dc.authoridIsikoglu, Nesrin/0000-0001-7010-302X-
dc.authoridATAN, ABDULLAH/0000-0003-4828-8747-
dc.authoridEROL, AHMET/0000-0002-7538-952X-
dc.identifier.doi10.1007/s12144-021-01442-y-
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.authorscopusid20433448600-
dc.authorscopusid56921655500-
dc.authorscopusid57073118800-
dc.authorscopusid57221951851-
dc.authorwosidAtan, Abdullah/GNP-7723-2022-
dc.authorwosidIsikoglu, Nesrin/C-3067-2014-
dc.identifier.pmid33584081en_US
dc.identifier.scopus2-s2.0-85100745825en_US
dc.identifier.wosWOS:000616154100002en_US
dc.identifier.scopusqualityQ2-
item.fulltextNo Fulltext-
item.languageiso639-1en-
item.grantfulltextnone-
item.openairecristypehttp://purl.org/coar/resource_type/c_18cf-
item.openairetypeArticle-
item.cerifentitytypePublications-
crisitem.author.dept09.03. Basic Education-
crisitem.author.dept09.03. Basic Education-
crisitem.author.dept09.03. Basic Education-
crisitem.author.dept09.03. Basic Education-
Appears in Collections:Eğitim Fakültesi Koleksiyonu
PubMed İndeksli Yayınlar Koleksiyonu / PubMed Indexed Publications Collection
Scopus İndeksli Yayınlar Koleksiyonu / Scopus Indexed Publications Collection
WoS İndeksli Yayınlar Koleksiyonu / WoS Indexed Publications Collection
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