Bilal KalkanChristine Suniti Bhat. Young adults on college campuses have easy access to information and communications technology ICT which they use extensively for study, work, and leisure. The purpose of this study was to investigate the prevalence and extent of problematic Internet use, online gaming behavior, and online gambling behavior together referred to as dysfunctional online behaviorsand their relationships with depression and quality of life among college students. Two hundred and twenty two valid surveys were used in the data analyses. A non-experimental research design was employed to answer one descriptive and two research questions. The findings of the current study inform clinical practice and the treatment of dysfunctional online behaviors among college students. International Journal of Contemporary Educational Research. Research Article. Create Research Close. References Abreu, C. Psychotherapy for Internet addiction. In Kimberly S. Young and Cristiano Nabuco de Abreu Eds. Internet addiction: A handbook and guide to evaluation and treatment. American Psychiatric Association Poker Total Aggression Factor Diagnostic and statistical manual of mental disorders 5th Poker Total Aggression Factor. Amichai-Hamburger, Y. Loneliness and Internet use. Computers in Human Behavior, 19, The Positive Net. Computers in Human Behavior, 23 2 Beck Depression Inventory II manual. Beck, A. Journal of Personality Assessment, 67 3 Online information, extreme communities and Internet therapy: Is the Internet good for our mental health? Journal of Mental Health, 16 4 Quality of Life Research, 14 2 The PEAR method for sample sizes in multiple linear regression. Multiple Linear Regression Viewpoints, 38 2 Retrieved from www. Older and newer media: Patterns of use and effects on adolescents' health and well-being. Journal of Research on Adolescence, 21 1 Market Research. Problematic Internet use and psychosocial well-being: Development of a theory-based cognitive-behavioral measurement instrument. Computers in Human Behavior, 18, Problematic Internet use and psychosocial well-being among MMO players. Computers in Human Behavior, 25 6 The Journal of School Nursing, 31 5 ,
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