Behind the Screen: The Effect of Social and Emotional Loneliness on Digital Game Addiction
DOI:
https://doi.org/10.46328/ijte.5085Keywords:
Digital games, Addiction, Social loneliness, Emotional loneliness effectAbstract
Especially in recent years, digital game addiction has been rapidly increasing among children and adolescents and negatively affects the social skill development of individuals in adolescence. At this point, it is noteworthy that digital game addiction is more common among children and adolescents who experience social and emotional loneliness and that it may have serious consequences at an individual and societal level in the long term. This research was designed to reveal the effect of social and emotional loneliness on young people's digital game addiction. In the study where the quantitative research method was used, data were collected from 402 university students via face-to-face survey technique. The research results indicate that men have a higher level of digital game addiction than women. It was determined that as the frequency of participants installing digital games on their smart devices increased, there was an increase in their digital game addiction levels. Similarly, as the frequency of university students purchasing digital games increased, the increase in their digital game addictions manifested itself. An important finding of this research is that social, emotional familial and emotional romantic loneliness has a positive and significant effect on digital game addiction. It can also be said that the duration of playing digital games partially mediates the relationship between social and emotional loneliness and digital game addiction.
References
Akgül, H. (2020). Adapting social and emotional loneliness scale (Selsa-S) to Turkish culture: Relevance and reliability. Yalova Social Sciences Journal, 10(21), 54-69.
Ang, C. S., Chan, N. N., & Lee, C. S. (2018). Shyness, loneliness avoidance, and internet addiction: What are the relationships? Journal of Psychology, 152(1), 25-35. https:// doi.org/10.1080/00223980.2017.1399854
Anlı, G. (2018). Internet addiction: social and emotional loneliness. International Journal of Scientific Researches (IBAD), 3(2), 389-397. https://doi.org/http://dx.doi.org/10.21733/ibad.414862
Ayaz-Alkaya, S., & Köse-Kabakcıoğlu, N. (2025). Prevalence and predisposing factors of digital game addiction and cyberbullying in adolescents: A cross-sectional study. Public Health, 241, 137–143. https://doi.org/10.1016/j.puhe.2025.02.012
Bal, E., & Balcı, Ş. (2021). The fake Messiah of the lonely human in the modern world: The relationship between loneliness and patterns of usage and smartphone addiction. Journal of Social and Humanities Sciences Research, 8(77), 3222-3236. http://dx.doi.org/10.26450/jshsr.2873
Balcı, Ş., & Tezer, D. (2024). The mediating role of duration of use in the relationship between boredom and digital game addiction: A study on high school students. MANAS Journal of Social Studies, 13(2), 629-645. https://doi.org/10.33206/mjss.1276006
Balcı, Ş., Pınarbaşı, T. E., & Astam, F. K. (2024). The use of TikTok by university youth: The relationship between emotional and social loneliness and TikTok addiction. Turkish Review of Communication Studies, 45, 100-121. https://doi.org/10.17829/turcom.1373818
Bardakçı, S., & Arslan, A. (2021). investigation of the effects of university students' digital addictions on social anxiety levels. Journal of National Education, 50(230), 899-922. https://doi.org/10.37669/milliegitim.710703
Batmaz, H., & Celik, E. (2021). Examining the online game addiction level in terms of sensation seeking and loneliness in university students. ADDICTA, 8(2), 126-131. https://doi.org/10.5152/ADDICTA.2020.21017.
Bilginer, Ç., Karadeniz, S., & Arslan, E. (2021). Digital gaming among adolescents in clinical settings: Do we underestimate this issue?. Entertainment Computing, 36, 100392, https://doi.org/10.1016/j.entcom.2020.100392
Byrne, B. M. (2016). Structural equation modeling with Amos: Basic concepts, applications, and programming (Third edition). Routledge, Taylor & Francis Group.
Cohen, J. (1988). The analysis of variance. In statistical power analysis for the behavioral sciences (second edition b.), Lawrence Erlbaum Associates.
Çakmak, V. (2023). Digital games. In Encyclopedia of Communication (pp. 1–8). Akademisyen Kitabevi. https://doi.org/10.5281/zenodo.10092426
Çeken, B., & Merdin, M. (2024). Digital games and psychology: A study on their effects and applications. International Journal of Advanced Natural Sciences and Engineering Researches, 8(7), 179-187.
Çelik, S., & Ulusoy, B. (2019). The effect of computer games on social life of secondary school students. The Journal of Social Science, 3(5), 46-60. https://doi.org/10.30520/tjsosci.522570
Çetin, Ö. (2021). Digital game addiction and connection in high school students. [Unpublished master’s thesis]. Near East University.
Demir, Y. (2024). Investigation of children's digital game addiction. Journal of Muallim Rıfat Faculty of Education, 6(1), 24–42.
Deveci Topal, A. and Çolak, S. (2021). Investigation of digital addiction levels, digital games playing status and interpersonal problem-solving skills of university students. Pamukkale University Journal of Education, 52, 326-359. https://doi.org/10.9779/pauefd.743418
Digital Games Report (2020). https://www.guvenlioyna.org.tr/uploads/ck-editor/family-reports/Dijital%20Oyunlar%20Raporu%202020.pdf
Dikmen, M., Tuncer, M., & Vural, M. (2022). The relationship between digital game addictions and academic achievements of high school students. Social Mentality and Researcher Thinkers Journal, 8(58), 684–693. https://doi.org/10.31576/smryj.62163
Dursun, A., & Eraslan-Çapan, B. (2018). Digital game addiction and psychological needs for teeanergers. Inonu University Journal of the Faculty of Education, 19(2), 128-140. https://doi.org/10.17679/inuefd.336272
Eden, S. & Eshet-Alkalai, Y. (2014). The effect of digital games and game strategies on young adolescents' aggression. Journal of Educational Computing Research, 50(4), 449-466. https://doi.org/10.2190/EC.50.4.a
Ehsan, N., & Gul, S. (2023). Motivation to play and loneliness among university students: Moderating role of online gaming addiction. Pakistan Journal of Psychological Research, 38(3), 447-465. https://doi.org/10.33824/PJPR.2023.38.3.26
Ekinci, N. E., Yalçın, İ., & Ayhan, C. (2019). Analysis of loneliness levels and digital game addiction of middle school students according to various variables. World Journal of Education, 9(1), 20-29. https://doi.org/10.5430/wje.v9n1p20
Embang, A. P., Afiati, N. S., & Anggawijayanto, E. (2024). How does loneliness relate to online gaming addiction in late adolescents? In Proceedings of the International Conference on Psychology UMBY (pp. 790-793). Universitas Mercu Buana Yogyakarta.
Erkoç, M. F., Özçakır, F., & Erkoç, Ç. (2015). The relationship between loneliness and game preferences of secondary school students. Proceedings of the International Conference ICT for Language Learning (8th Edition), Florence, Italy. https://doi.org/10.13140/RG.2.1.4805.8408
Fornell, C., & Larcker, D. F. (1981). Evaluating Structural Equation Models with Unobservable Variables and Measurement Error. Journal of Marketing Research, 18(1), 39. https://doi.org/10.2307/3151312
Fraenkel, J. R., Wallen, N. E., & Hyun, H. H. (2012). How to design and evaluate research in education (8th ed). McGraw-Hill Humanities/Social Sciences/Languages.
Gao, B., Cai, Y., Zhao, C., Qian, Y., Zheng, R., & Liu, C. (2024). Longitudinal associations between loneliness and online game addiction among undergraduates: A moderated mediation model. Acta Psychologica, 243, 104134. https://doi.org/10.1016/j.actpsy.2024.104134
Ghosh, E., & Mukherjee, P. (2024). A study on the level of video game addiction among adolescent students of urban population. International Journal of Psychology Research, 6(1), 10–13. https://doi.org/10.33545/26648903.2024.v6.i1a.43
Göker, H., & Tekedere, H. (2022). Phubbing, alienation, digital game addiction, independent self-construal, and interdependent self-construal among high school students: A path analysis. Behavioral Psychology, 30(1), 157-181. https://doi.org/10.51668/bp.8322108n
Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78. https://doi.org/10.1037/a0034857
Gupta, K., Kumar, C., Deshpande, A., Mittal, A., Chopade, P., & Raut, R. (2024). Internet gaming addiction – A bibliometric review. Information Discovery and Delivery, 52(1), 62-72. https://doi.org/10.1108/IDD-10-2022-0101
Gürbüz, S., & Şahin, F. (2017). Research methods in social sciences (4th ed.). Seçkin.
Hair, J. F., Black, W. C., & Babin, B. J. (2010). Multivariate data analysis: A global perspective. Pearson Education.
Hastürk, G., & Akyıldız Munusturlar, M. (2024). Segmenting digital gamers based on addiction levels: Examination of the life satisfaction and hope levels. Kalem International Journal of Education and Human Sciences, 14(1), 73-94, https://doi.org/10.23863/kalem.2023.264
Hooper, D., Coughlan, J., & Mullen, M. R. (2008). Structural equation modelling: guidelines for determining model fit. Electronic Journal of Business Research, 6(1), 53-60. https://doi.org/10.21427/D7CF7R
Hu, L.-T., & Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives. Structural Equation Modeling, 6(1), 1-55. https://psycnet.apa.org/doi/10.1080/10705519909540118
Kavenagh, M. (2022). Child sexual exploitation in online gaming: What you need to know. UNICEF East Asia and Pacific. https://www.unicef.org/eap/blog/child-sexual-exploitation-online-gaming
Kaya, A. (2022). Investigation of digital game addiction in adolescents according to some socio-demographic variables. e-Journal of New Media, 6(1), 1-12. https://doi.org/10.17932/IAU.EJNM.25480200.2022/ejnm_v6i1001
Kaymak, B., & Hergüner, G. (2021). The relation between digital game addictions of high school students and their levels of loneliness. The Online Journal of Recreation and Sport, 10(4), 1-11. http://doi.org/10.22282/ojrs.2021.88
Kezhalhousa, & Mylliemngap, W. (2024). The correlation between online game addiction and psychosocial factors among online gamers: A study in Nagaland. The International Journal of Indian Psychology, 12(3), 382–391. https://doi.org/10.25215/1203.034
Kowert, R., Griffiths, M. D., & Oldmeadow, J. A. (2012). Geek or chic? Emerging stereotypes of online gamers. Bulletin of Science, Technology & Society, 32(6), 471-479. https://doi.org/10.1177/0270467612469078
Ko, C.-H., Yen, J.-Y., Chen, C.-C., Chen, S.-H., & Yen, C.-F. (2005). Gender differences and related factors affecting online gaming addiction among Taiwanese adolescents. The Journal of Nervous and Mental Disease, 193(4), 273-277. https://doi.org/10.1097/01.nmd.0000158373.85150.57
Kök Eren, H., & Örsal, Ö. (2018). Computer game addiction and loneliness in children. Iranian Journal of Public Health, 47(10), 1504–1510. http://ijph.tums.ac.ir
Kuss, D. J., & Griffiths, M. D. (2012). Online gaming addiction in children and adolescents: A review of empirical research. Journal of Behavioral Addictions, 1(1), 3-22. https://doi.org/10.1556/JBA.1.2012.1.1
Lee, C., & Kim, O. (2017). Predictors of online game addiction among Korean adolescents. Addiction Research and Theory, 25(1), 58-66. https://doi.org/10.1080/16066359.2016.1198474
Lee, J. Y., Ko, D. W., & Lee, H. (2019). Loneliness, regulatory focus, interpersonal competence, and online game addiction: A moderated mediation model. Internet Research, 29, 381-394. https://doi.org/10.1108/IntR-01-2018-0020
Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12(1), 77-95. https://doi.org/10.1080/15213260802669458
Mentzoni, R. A., Brunborg, G. S., Molde, H., Myrseth, H., Skouverøe, K. J. M., Hetland, J., & Pallesen, S. (2011). Problematic video game use: estimated prevalence and associations with mental and physical health. Cyberpsychology, Behavior, and Social Networking, 14(10), 591-596. https://doi.org/10.1089/cyber.2010.0260
Merilainen, M. (2023). Young people’s engagement with digital gaming cultures – Validating and developing the digital gaming relationship theory. Entertainment Computing, 44, 100538. https://doi.org/10.1016/j.entcom.2022.100538
Mert, A., & Özdemir, G. (2018). The effects of sense of lonesomeness to the smart phone addiction. OPUS International Journal of Society Researches, 8(1), 88-107.
Miezah, D., Batchelor, J., Megreya, A. M., Richard, Y., & Moustafa, A. A. (2020). Video/computer game addiction among university students in Ghana: Prevalence, correlates and effects of some demographic factors. Psychiatry and Clinical Psychopharmacology, 30(1), 17-23. https://doi.org/10.5455/PCP.20200320092210
Mun, I. B., & Lee, S. (2022). A longitudinal study of the impact of parental loneliness on adolescents' online game addiction: The mediating roles of adolescents’ social skill deficits and loneliness. Computers in Human Behavior, 136, 107375. https://doi.org/10.1016/j.chb.2022.107375
Önder, A., Gizli Çoban, Ö., Sürer Adanır, A., Bilaç, Ö., & Kavurma, C. (2022). Evaluation of game addiction, social media addiction and loneliness levels in adolescents with school attendance problems. Akdeniz Medical Journal, 8(1), 61-67. https://doi.org/10.53394/akd.1037565
Parlak, M. E., Öz, E., Ener, D., Kurt, F., Küçükkelepçe, O., & Kapıcı, Y. (2023). The relationship between digital game addiction and loneliness and social dissatisfaction in adolescents. Cureus, 15(2), e34604. https://doi.org/10.7759/cureus.34604
Prince, X. B., Raj, A. R. V., & Nazini, N. (2023). Impact of online gaming addiction on isolation among first-year Sathyabama undergraduate students: A study. Shodhkosh: Journal of Visual and Performing Arts, 4, 331-339. https://doi.org/10.29121/shodhkosh.v4.i1SE.2023.513
Sarman, A. & Tuncay, S. (2023). The relationship of Facebook, Instagram, Twitter, TikTok and WhatsApp/Telegram with loneliness and anger of adolescents living in Turkey: A structural equality model. Journal of Pediatric Nursing, 72, 16-25. https://doi.org/10.1016/j.pedn.2023.03.017
Savcı, M., & Aysan, F. (2017). Technological addictions and social connectedness: Predictor effect of internet addiction, social media addiction, digital game addiction and smartphone addiction on social connectedness. Düşünen Adam The Journal of Psychiatry and Neurological Sciences, 30(3), 202-216. https://doi.org/10.5350/DAJPN2017300304
Savcı, M. & Aysan, F. (2018). Interpersonal competence, loneliness, fear of negative evaluation, and reward and punishment as predictors of social media addiction and their accuracy in classifying adolescent social media users and non-users. Addicta: The Turkish Journal on Addictions, 5, 431-471. https://doi.org/10.15805/ addicta.2018.5.3.0032
Sezerer Albayrak, E. (2019). Social networks and modern man’s loneliness: An advertising of Coca Cola. Electronic Journal of Social Sciences, 18(70), 929-942. https://doi.org/10.17755/esosder.486718
Sezgin, E., Altun Ekiz, M., & Kır, S. (2021). Awareness level of regarding digital game addiction to in young and adults. Sivas Cumhuriyet University Journal of Sport Sciences, 2(3), 87-97.
Sezgin, E., Turhan, C., Karaaslan, S., Bayrak, G. (2019). Investigation of digital gaming addiction and loneliness of university students. Conference Paper, 10.01.2025 tarihinde https://www.researchgate.net/publication/330223985_Investigation_of_Digital_Gaming_Addiction_and_Loneliness_of_University_Students adresinden erişilmiştir.
Snodgrass, J. G., Bagwell, A., Patry, J. M., Dengah, H. F., II, Smarr-Foster, C., Van Oostenburg, M., & Lacy, M. G. (2018). The partial truths of compensatory and poor-get-poorer internet use theories: More highly involved videogame players experience greater psychosocial benefits. Computers in Human Behavior, 78, 10-25. https://doi.org/10.1016/j.chb.2017.09.020
Sürücü, L., Şeşen, H., & Maslakçı, A. (2023). Regression, mediation/moderation, and structural equation modeling with SPSS, amos, and process macro. Macro.
Şimşek, A. (2012). Research designs. In A. Şimşek (Ed.), Research methods in social sciences. Anadolu University Press.
Tabachnick, B. G., & Fidel, L. S. (2013). Using Multivariate Statistics. Boston: Pearson Publications.
Turkish Language Association (TDK). (2024). Word and concept of the year 2024: Crowded loneliness. Retrieved December 27, 2024, from https://tdk.gov.tr/icerik/basindan/2024-yilinin-kelimesi-kavrami-kalabalik-yalnizlik/
Terzi, Y. (2019). Statistical data analysis with SPSS. Ondokuz Mayıs University Press.
Valtorta, N., & Hanratty, B. (2012). Loneliness, isolation and the health of older adults: Do we need a new research agenda? Journal of the Royal Society of Medicine, 105(12), 518-522. https://doi.org/10.1258/jrsm.2012.120128
Vié, C., Govindin-Ramassamy, K., Thellier, D., Labrosse, D., & Montagni, I. (2024). Effectiveness of digital games promoting young people’s mental health: A review of review. Digital Health, 10, 1-11. https://doi.org/10.1177/20552076231220814
Vuorinen, I., Savolainen, I., Sirola, A., & Oksanen, A. (2024). The impacts of stress and loneliness on gambling and gaming problems: A nationwide longitudinal study. International Journal of Social Psychiatry, 70(7), 1325-1332. https://doi.org/10.1177/00207640241264661
Wang, J.-L., Sheng, J.-R., & Wang, H.-Z. (2019). The association between mobile game addiction and depression, social anxiety, and loneliness. Frontiers in Public Health, 7, Article 247. https://doi.org/10.3389/fpubh.2019.00247
Yağmur, R., & Yıldız, Y. (2021). Investigation of the effect of secondary school students' digital game playing levels on loneliness. Pakistan Journal of Medical and Health Sciences, 15(3), 948-953.
Yalçın Irmak, A., & Erdoğan, S. (2016). Digital game addiction among adolescents and young adults: A current overview. Turkish Journal of Psychiatry, 27(2), 128-137. https://doi.org/10.5080/u13407
Yang, X., Bai, Y., Yu, Y., Wang, X., Lv, J., & Cao, J. (2022). The relationship among loneliness, social anxiety, and mobile phone dependence in college students: A cross-lag analysis. Chinese Journal of Clinical Psychology, 30(1), 64–67. https://doi.org/10.16128/j.cnki.1005-3611.2022.01.013
Yao, M. Z., & Zhong, Z.-J. (2014). Loneliness, social contacts and Internet addiction: A cross-lagged panel study. Computers in Human Behavior, 30, 164-170. https://doi.org/10.1016/j.chb.2013.08.007
Yardımcı, N., & Ulukol, B. (2020). Digital game addiction. In C. Şahin & S. Günüç (Eds.), Technology addictions (pp. 47–59). Ankara: Nobel Publishing & Distribution.
Yaw, F. Z., Cheok, K. M., Ng, K. Z., Teo, J. X., Ting, T. T., & Lim, S. M. (2021). E-entertainment: Factors to online game addiction among TAR UC students in KL. In Proceedings of the International Conference on Digital Transformation and Applications (ICDXA) (pp. 184–188). Tunku Abdul Rahman University College.
Zhang, Y. (2022). How psychological factors impact Chinese youth TikTok addiction. International Conference on Social Sciences and Humanities and Arts (SSHA 2022), 653, 43-50. https://doi.org/10.2991/ assehr.k.220401.009
Downloads
Published
Issue
Section
License
Copyright (c) 2026 International Journal of Technology in Education

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Articles may be used for research, teaching, and private study purposes. Authors alone are responsible for the contents of their articles. The journal owns the copyright of the articles. The publisher shall not be liable for any loss, actions, claims, proceedings, demand, or costs or damages whatsoever or howsoever caused arising directly or indirectly in connection with or arising out of the use of the research material.
The author(s) of a manuscript agree that if the manuscript is accepted for publication in the International Journal of Technology in Education (IJTE), the published article will be copyrighted using a Creative Commons “Attribution 4.0 International” license. This license allows others to freely copy, distribute, and display the copyrighted work, and derivative works based upon it, under certain specified conditions.
Authors are responsible for obtaining written permission to include any images or artwork for which they do not hold copyright in their articles, or to adapt any such images or artwork for inclusion in their articles. The copyright holder must be made explicitly aware that the image(s) or artwork will be made freely available online as part of the article under a Creative Commons “Attribution 4.0 International” license.

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
