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The effect of positive psychology-based psycho-training program on subjective wellness and digital game addiction in adolescents

2022
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Advisor: Doç. Dr. Betül Düşünceli

Abstract (EN)

The purpose of this study is examining the effect of a positive psychology-based psycho-training programme on subjective well-being and digital game addiction. This research was conducted with 24 high school students who were randomly chosen among the 9th, 10th and 11th grade students attend to High School affiliated to National Education Ministery in Ankara during 2021-2022 academic year. Subjects were determined by drawing lots among the students with the lowest score on the Game Addiction Scale for Adolescents and the lowest score on the Subjective Well-Being Scale for Adolescents, and random assignment was made to the research groups (experimental n=12, control n=12). While the 8-session positive psychology-based psycho-training program aimed at increasing subjective well-being and reducing game addiction was applied to the experimental group, no application was made to the control group. In this research, 2x3 (experimental/control groups x pretest/posttest/follow-up test) split plot design was used. In order to collect data, the Subjective Well-Being Scale for Adolescents and the Digital Game Addiction Scale were administered to the students in the experimental and control groups three times at different time intervals (when the sessions started, right after they ended, and one month after they ended). In the analysis of the data obtained from these measurements, it was determined whether there was a significant difference between the measurements and the groups, by using the two-factor analysis of variance technique for repeated measurements on a single factor. The data obtained from three measurements (pretest, posttest and follow-up test) were analyzed with the SPSS 22 package program. According to the research findings, the effect of the positive psychology-based psycho-training program on subjective well-being and game addiction, which are the dependent variables of the research, was found to be significant (p<.05). This finding shows that students' participation in different experimental conditions affects pre-test, post-test and follow-up test scores at different levels. Bonferroni multiple comparison test was used to determine the source of this difference. Results from analysis of variance and Bonferroni multiple comparison test showed that a positive psychology-based psycho-training program was effective in increasing subjective well-being and reducing game addiction, and this effect remained after a one-month follow-up. In the control group, it was determined that there was no change in the level of subjective well-being and game addiction. In the light of the findings, the results obtained from the research were discussed and suggestions were made for future research.

Author

Dr. Sinem Fariz

Institution

How to Cite

Sinem Fariz (Doctorate thesis). The effect of positive psychology-based psycho-training program on subjective wellness and digital game addiction in adolescents, 2022, Sakarya University.

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