Abstract

Background and Aim: This research was conducted with the aim of investigating the mediating role of Islamic quality of life in the relationship between basic psychological needs and addiction to online games in high school students. Methods: It was a descriptive correlational research based on the structural equation modeling method. The statistical population of the research was made up of all 658 male students of the first secondary school of the ninth grade in 5 public schools of Babol city in the academic year of 2023. In this research, to determine the sample size according to the number of observed variables and assigning a coefficient of 30 (9 observed variables in the model), and taking into account the possibility of incomplete questionnaires, 300 people were selected as the sample size using the available method. The research tools included online game addiction questionnaire of Whang, & Chang (2002), basic psychological needs questionnaire of Deci & Ryan (2000) and quality of life questionnaire of Islaminejad Mohammadnamaghi et al.'s (2014). Data analysis was done by structural equation method based on regression equations. Results: The findings showed that there is a significant relationship between basic psychological needs and the quality of Islamic life with addiction to online games in first secondary school students, and the research model was confirmed, and in general, 41% of addiction to online games is caused by basic psychological needs. knowledge and quality of Islamic life in first secondary students. Also, the variables of basic psychological needs and quality of Islamic life have a significant direct effect on addiction to online games in first secondary school students, and the indirect path of basic psychological needs with the mediation of quality of Islamic life on addiction to online games in first secondary school students is confirmed. Conclusion: This research provides practical implications for psychologists and counselors regarding the role of cognitive and religious factors in students' tendency to become addicted to online games.

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