Digital games have become increasingly prominent in adolescents’ daily lives. Although controlled use may provide cognitive and recreational benefits, excessive engagement can increase addiction risk and negatively affect physical activity levels. However, the relationship between digital game addiction and motivation to participate in physical activity remains unclear. Therefore, the present study examines the association between digital game addiction and motivation to participate in physical activity among adolescents. The study employed a quantitative correlational design and included 682 high school students (females 54.55%; males 45.45%). Data were collected using the Digital Game Addiction Scale (DGAS-7) and the Motivation Scale for Participation in Physical Activity (MSPPA). Independent samples t-tests, one-way ANOVA, and Pearson correlation analyses were conducted. The findings reveal that male students demonstrated higher levels of both digital game addiction and motivation for physical activity compared to female students (p < 0.05). Students engaged in sports reported higher digital game addiction and motivation levels than those who did not. Digital game addiction was significantly higher among students who used digital devices for more than seven hours per day compared to those who used them for 1–3 h (p < 0.05). However, usage duration was not significantly associated with motivation (p > 0.05). A weak but statistically significant positive association was identified between digital game addiction and motivation to participate in physical activity (r = 0.171; p < 0.01). The findings suggest that digital and physical activities among adolescents may not be mutually exclusive but could be complementary. This pattern may be associated with shared motivational dynamics such as competition and achievement.
Background: This study examined the associations among digital leisure orientation, flow experienced during digital leisure, and satisfaction with digital leisure, including the statistical indirect association through flow, among adults who experienced the 2023 Kahramanmaraş earthquakes. Methods: A cross-sectional survey was conducted in Hatay, Türkiye, about three years after the 6 February 2023 earthquakes (n = 402 adults aged 18–65 years). Digital leisure orientation, flow, and satisfaction with digital leisure were measured with self-report scales. Indirect effects were estimated with PROCESS Model 4 and with latent variable models including an unmeasured latent method construct (ULMC). Results: Digital leisure orientation was associated with flow (β = 0.733), and flow with satisfaction (β = 0.796). The indirect effect was significant in the observed-variable analyses (standardized = 0.583, 95% CI [0.520, 0.647]), also after adjustment for age and sex. Flow and satisfaction overlapped strongly (HTMT = 0.917). When the ULMC was modeled, the indirect effect was no longer significant. Conclusions: Among earthquake-affected adults, digital leisure orientation was positively associated with flow and with satisfaction in digital leisure. Given the strong measurement overlap between flow and satisfaction (HTMT = 0.917) and the sensitivity of the indirect effect to common method variance, the observed statistical indirect effect may largely reflect a shared, general positive evaluation of digital leisure rather than an independent psychological mechanism.