Australian Psychologist, 2024 (SSCI)
Objective: Engaging in excessive digital gaming can detrimentally affect physical and psychological health. This research aimed to examine the relationships between digital game addiction, classroom engagement, sleep deprivation, and mind-wandering and to test the mediating effect of sleep deprivation and mind-wandering on the relationship between digital game addiction and classroom engagement. Method: Employing a relational survey design, data were collected from a convenience sample of 750 Turkish adolescents (295 males, 455 females) aged 13–17 years, using an online cross-sectional survey. All participants were in middle or high school. Results: Digital game use varied; 154 (20.5%) did not play digital games. Among those who played digital games, the highest percentage played 0–1 hour per day, 188 (25.1%). Digital game addiction scores ranged from 7–35 (M = 13.57, SD = 5.90). Digital game addiction, sleep deprivation, and mind-wandering were associated with poorer classroom engagement. Sleep deprivation and mind-wandering mediated the relationship between digital game addiction and classroom engagement. Conclusion: The relationship between digital game addiction and classroom engagement appears to be at least partly explained by sleep deprivation and mind-wandering. Future research should investigate these variables across different age groups of adolescents, employing both qualitative approaches and longitudinal quantitative methods.