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Bu sayfa, 26. Dünya Psikiyatri Kongresi'nde sunulan çalışmanın yapay zekâ desteğiyle hazırlanmış Türkçe özetidir. Çalışmanın sahibi sunan yazarlardır; atıf için orijinal kaynağa başvurun.

EV0050

E-PosterBağımlılıkKesitsel anket çalışması (iki dalga) ve literatür derlemesi

Gaming Disorder Across the Lifespan

GAMING DISORDER ACROSS THE LIFESPAN

Sunan: Daniel Stjepanovic

Ülke: Australia

Kurum: The University of Queensland

Older gamers play as frequently as other age groups but report fewer gaming disorder criteria and gaming-related harms.

The aim is to examine gaming patterns and gaming-related harms among older adults, who are often excluded from gaming research. The poster first reviews the literature and then draws on two waves of the International Gaming Study: the 2022 wave included 955 participants from Australia, Canada, the United States, and the United Kingdom (in four age groups: 18–25, 26–40, 41–64, and 65 years and older), while the 2024 wave included 600 participants from Australia, China, Indonesia, and the Netherlands (in the 18–25, 26–40, and 41–64 age groups). Both cross-sectional surveys enrolled participants aged 18 years and older who played games for at least 3 hours per week and provided informed consent. The proportion of participants who did not reach the IGDT-10 cutoff score was reported as 73% in the 18–25 age group, 67% in the 26–40 age group, 89% in the 41–64 age group, and 98% among those aged 65 and older, indicating that the proportion meeting the cutoff decreased with age. Among the indicators of harm, reduced self-care was reported by 37.23% of those aged 18–25, 30.91% of those aged 26–40, 17.29% of those aged 41–64, and 9.38% of those aged 65 and older; older adults also reported fewer harms such as distress due to financial losses or neglect of household responsibilities. Although no significant differences in gaming frequency were found between age groups, intensive gaming sessions lasting more than 3 hours and more than 6 hours were less common in the oldest group; older adults were more likely to play during their leisure time. The authors suggest that gaming duration and the type of time allocated to gaming may serve as protective factors in older age, and that understanding these protective factors may also help reduce harm among younger gamers.

Orijinal postere git

Bu çalışmaya nasıl atıf yapılır?

APA 7: Stjepanovic, D. (2026, September 23-26). Gaming disorder across the lifespan [E-poster]. 26th WPA World Congress of Psychiatry (WCP 2026), Stockholm, Sweden. https://cslide.ctimeetingtech.com/wcp26/attendee/eposter/file/1579

Vancouver: Stjepanovic D. Gaming disorder across the lifespan [e-poster]. 26th WPA World Congress of Psychiatry (WCP 2026); 2026 Sep 23-26; Stockholm, Sweden. Available from: https://cslide.ctimeetingtech.com/wcp26/attendee/eposter/file/1579

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Sitenin son güncellemesi: 8 Kasım 2026 · Site editörü: Doç. Dr. Alişan Burak Yaşar, info@alisanburak.com