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  • MakaleYalnız künye2025Scopus SJRQ2
    The role of technological devices in parent-children interactions: The correlated variables of children’s well-being and life satisfaction

    Kılıman, Sevinç; Ergün, Naif; Aslan, Alper; Göksu, İdris

    This study aims to examine children’s well-being and life satisfaction in terms of various variables related to parents’ and children’s problematic technology usage. Specifically, parent/child responses during their technology use and parents' phubbing and technoference behaviors were considered. The study was conducted with 185 children (8–14) and their parents (mother = 96, father = 89). The data were analyzed by performing correlation analysis, multiple regression analysis, t test, and one-way ANOVA. According to the results, there were negative correlations between children’s life satisfaction and age, children’s technological device (smartphone, computer) usage time, and children/parents responding negatively to each other when engaged in technological devices. Children’s well-being was negatively correlated to their age and children/parents responding negatively to each other when engaged in technological devices. A positive correlation was found between children’s life satisfaction and well-being as well as parents’ phubbing and technoference. According to another result, the well-being of children having their own computer was significantly higher than those who do not have a computer. Finally, children/parents responding negatively to each other when engaged in technological devices negatively predicted the children’s life satisfaction and well-being.

    • SDG 3 · Sağlık ve Kaliteli Yaşam
    AtıfScopus5WoS5OpenAlex6
    ScopusWeb of Scienceİncele
  • MakaleYalnız künye2024Scopus SJRQ1
    Parental mediation in Turkey: The use of mobile devices in early childhood

    Aslan, Alper; Turgut, Yigit Emrah

    This study aims to investigate the use of mobile devices including smartphones and tablets in terms of mediation types of parents who have young children. In this case study, which is one of the qualitative research methods, criterion sampling was adopted for the selection of the study group. The fact that parents of 4–7-year-old children who use mobile devices is determined as the principal criterion. Twelve children aged 4–7 and their parents participated in the study. Data were collected through child observations and parent interviews. The results indicated that children with the mediation of parental supervision had fewer problematic behaviors in the use of media and faced fewer online risks. Besides, children whose parents have general restrictive mediation were the most likely to exhibit problematic media use behaviors. Children whose parents have active mediation were also the most likely to face Internet risks. It was observed that children frequently played games and watched videos on mobile devices. Most parents considered their children’s use of mobile devices as risky and harmful, while it was considered as useful only by co-using parents. It was found that children’s use of mobile devices causes physical, psychological, communicational, and cognitive issues while improving their academic abilities, interests, and cognitive structures. Nevertheless, it was discovered that parents used mobile devices to convince their children to go through their daily routines such as eating, bathing, and sleeping or calm them down in the workplace or social environments.

    • SDG 3 · Sağlık ve Kaliteli Yaşam
    AtıfScopus9WoS8OpenAlex13
    ScopusWeb of Scienceİncele
  • MakaleYalnız künye2020Scopus SJRQ2
    Evaluation of mobile games in the context of content: What do children face when playing mobile games?

    Göksu, İdris; Aslan, Alper; Turgut, Yiğit Emrah

    The aim of this study is to examine mobile games in the context of their content and to evaluate the situations faced by children through document analysis in terms of age-rating, game score, access permissions, the inclusion of advertisements, in-game purchases, encouraging consumerism, the inclusion of violence, bad habits, and educational value. The review and rating data of the games which can be found in Common Sense Media and Google Play Store were included in the study. These data were analyzed by descriptive content analysis using frequency (f) and percentage(%) values. According to our findings, it was revealed that 92% of the games involved in the study included in-game purchases and 75% of them included advertising. As a result of the investigations, it was also found that mobile games requested a lot of access permissions during installation. In addition, it was concluded that 90% of mobile games encouraged consumerism and 50% contained violence and fear elements. We think that the results are important in the way that they reveal the possible risks encountered by young people while they are playing mobile games and also in terms of increasing the awareness on the subject for both the users and their parents.

    AtıfScopus5WoS7OpenAlex13
    ScopusWeb of Scienceİncele
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creativeworkseries.issn1741-8887
dc.date.accessioned2026-10-28T14:54:24.247965413Z
dc.date.available2026-10-28T14:54:24.247965413Z
dc.identifier.urihttps://rdlopen.rawdatalibrary.net/r/munzur/1616
dc.publisherSAGE Publications Inc.
dc.rightsinfo:eu-repo/semantics/openAccess
dc.titleE-Learning and Digital Media