Introduction
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‐
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‐
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:
1)
What are the levels of digital game addiction and digital game playing motivation among nursing students?
2)
What factors affect nursing students' digital game addiction and digital game playing motivation?
Materials and methods
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.
Measurements
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].
The digital game addiction scale (DGAS-7)
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 digital game playing motivation scale (DGPMS)
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.
Data collection
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.
Ethical approval
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.
Data analysis
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.
Discussion
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].
Conclusion
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.
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