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Record W2925130316 · doi:10.5455/nys.20190208061604

Examination of the Associations between Digital Game Addiction, Abilities of Reading Mind in the Eyes and Alexithymia: An Adolescent Sample from Ordu Province

2018· article· en· W2925130316 on OpenAlexaboutno aff
Mesut Yavuz, Selda Kır, Esra Özen, Merve Gündüz, Burak Akdeniz, Muhammed Tayyib Kadak

Bibliographic record

VenueNeuropsychiatric Investigation · 2018
Typearticle
Languageen
FieldSocial Sciences
TopicImpact of Technology on Adolescents
Canadian institutionsnot available
Fundersnot available
KeywordsAlexithymiaPsychologyReading (process)Sample (material)AddictionDevelopmental psychologyClinical psychologyPsychiatryLinguistics

Abstract

fetched live from OpenAlex

Objective: The aim of this study is to examine the relationships between digital game addiction, abilities of reading mind in the eyes and alexithymia personality characteristics. Method: Six hundred and sixty-two adolescents between the ages of 15 and 17 from two secondary schools in Ordu Province (n = 358 females, 57%; n = 286 males, 43%) were included in the study. Digital game addiction scale for children (DGASFC), Child Form of Reading the Mind in the Eyes Test (Eyes Test) and 20 item Toronto alexithymia scale (TAS-20) were administered to participants. The scale scores of female and male participants were compared by independent sample t test. Correlations between the scales were analyzed by Pearson product moment correlation test. The predictive effects of skills of reading mind in the eyes, alexithymia, gender and age on the development of digital game addiction were evaluated by multivariate linear regression analysis. Results: Digital game addiction scores of males were significantly higher than females. The scores of DGASFC were negatively correlated with the scores of Eyes Test and positively correlated with total scores of TAS-20 and its subscales’ scores, significantly. Regression analysis revealed that the scores of Eyes Test, TAS-20 factor 1 and factor 3, and gender were significantly predict the digital game addiction levels. Conclusions: The therapeutic interventions to improve abilities of reading mind in the eyes, identifying emotions, and empathic thinking skills may be beneficial for the adolescents which present with digital game addiction.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.001
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: Observational
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.019
Threshold uncertainty score0.038

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0000.001
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0010.000
Science and technology studies0.0010.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0010.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.024
GPT teacher head0.277
Teacher spread0.252 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designObservational
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations2
Published2018
Admission routes1
Has abstractyes

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