Review Article

Addiction Rehabilitation

Çetin Alptekin,Zakirov Fagan
2023, 7(1), s:5-8

Rehabilitation includes the destruction of the behavioral patterns brought about by addiction and their replacement with new behavioral patterns, starting to establish relationships with other people in the environment in which they live and establishing new forms of relationships, and reorganizing family and environmental relations that have been disrupted during the period of substance use. Since alcohol and substance use disorder is a complex picture that causes many biopsychosocial problems, the treatment of individuals consists of medical treatment, psycho-social treatment and social rehabilitation programs. Social rehabilitation programs are very important in order to reintegrate individuals with alcohol and substance use disorders into society and to ensure their social functionality.

Original Article

Investigation of the Change in Smartphone Use and Game Playing Behaviour in Adults During the Pandemic Period and Its Relationship with Experiential Avoidance

Fatma Betül Esen,Ahmet Üzer,Lütfiye Nur Akkoç Arabacı,Sümeyra Bilgiç,Meryem Zeynep Uğurlu,Nisanur Sarıgül,Deniz Doğan,Zeynep Şahin
2023, 7(1), s:9-16

Objective: Covid-19 outbreak, which was declared a pandemic on 11.03.2020 by the World Health Organization (WHO), affected Turkey too and the first case in Turkey was detected on March 11, 2020. With mandatory restrictions, internet use has become increasingly inevitable in the Covid-19 pandemic. In this study, we aimed to investigate the change in the gaming behavior and smartphones usage in adult individuals during the Covid-19 Pandemic and the relationship between these behaviours and experiential avoidance.

Method: In this study, 269 paticipants between the ages of 18 and 65 who met the inclusion criteria were recruited between the dates 08.01.2022 and 28.03.2022. Participants were given 5 scales which were; Socio-demographic Data Form, Smartphone Addiction Scale – Short Form (SAS-SF), Internet Gaming Disorder Scale (IGDS9–SF), Multidimensional Experiential Avoidance Scale – 30 (MEAQ–30), and Acceptance and Action Form–2 (AAQ-2).

Results: 60.8% of the participants stated that the duration of smartphone usage increased and 71.5% stated that the gaming time did not change during the pandemic. It is shown that gaming behavior and smartphone usage is related with procrastination which is a subscale of MEAQ-30. Smartphone addiction is predicted by experiential avoidance, procrastination and using time and gaming disorder is predicted by gaming time.

Conclusion: In the current research, on smartphone addiction; it has been observed that it is related to experiential avoidance, especially procrastination sub-scale. Furthermore, the effect of time spent with a smartphone and sleeping with phone affect negatively in terms of smartphone addiction. It is shown that,  for gaming disorder, gaming time is the most predictive factor.