Related theories in literature support the findings obtained in the present study. However, it should be remembered that the theories be focused on peer groups rather than on best friends or close friends. Regarding adolescents, group dynamics are important for peer groups, especially for the groups involving close friendships. In respect to this group dynamics can be explained with the Social Identity Theory as well as other theories. According to this theory, cohesion amongst group members, their interactions, sharings and other areas of common interest are important. The group has an identity. If this identity involves interest in the Internet and digital games, adolescents without this interest are not included in the group nor accepted to the group. For this reason, adolescents aware of the group identity want to adapt to this identity and open themselves to this behavior. On the other hand, according to this theory, individuals, before joining the group, compare their own identities with the group identity. If their own identities resemble the group identity, they want to join the group. In addition, according to the theory, groups are generally homogenous; in other words, groups are expected to be divided as addicted and non-addicted. However, in this study, this perspective of the theory was not tested because it was not examined whether the individuals got addicted after they established close friendships (peer influence) or after they started using the Internet/games to become a member of the group (to make friends/to join a group). In addition, the Social Network Theory focuses on the interaction between group members. Group members are influenced by the attitudes and behaviors of especially central members. Technology is one of the important sources of sharing and common interest among adolescents. Therefore, regarding the Internet and digital games, which are both quite attractive and entertaining, adolescents could dominate other group members and transfer this behavior to them. According to the Social Learning Theory, the behaviors of their parents and peers observed by adolescents have an influence on these adolescents. They could imitate the problematic Internet use and digital game addiction behaviors of their peers. As they receive positive rewards from this behavior, they maintain the behavior. In this case, behaviors such as using the Internet and playing digital games that provide adolescents with entertainment and pleasure are inevitably transformed into addiction with time. According to this theory, addiction may not always occur because, as in the Social Identity Theory, individuals observe the behaviors of a group and process that behavior scientifically. In other words, they examine the group. Therefore, such factors as individuals’ tendency towards addiction, their knowledge of healthy Internet use, their related experience and parental education are influential on their addiction. According to these theories, if there is an Internet-addicted or game-addicted group member amongst an adolescent’s close friends, this reinforces that the adolescent has a likelihood of becoming Internet-addicted or game-addicted. If the adolescent joins a group of addicted members and makes close friends there, then he or she is more likely to get addicted; likewise, if the adolescent is in a group of non-addicted members, then he or she is less likely to get addicted (
11). The results obtained in this study are generally supported by these theories as well.
Besides all, theories related to peer relationships could be said to focus on groups coming together for certain common sharings within a social system rather than on close friend relationships. On the other hand, these theories clarify the effects of best friends on each other’s behavior. In addition, there might be differences between the dynamics of peer groups and best friends groups. For example, best friend groups, especially groups of two or three members, could be more influential on each other’s behavior. A non-addicted group member can put forward ‘warning’ suggestions regarding especially addiction behavior and develop attitudes accordingly because an addicted member tends to follow his or her best friend’s attitudes and suggestions. Obviously, the opposite could be true as well. However, there is generally a central individual, or more than one, in other peer groups with multiple members. In general, these individuals dominate the identity of the group, and it is quite difficult for a member to change the group structure.
In literature, some factors such as alcohol/drug use leads peers to establish new friendships (
11,
13). However, compared to other factors such as sports, politics, alcohol/drug use and the roles of Internet and digital games are more effective on peers in the digital age. This is because children today are digital natives and are mostly interested in technology (
25). Thus, it can be said that technology is an important determinant factor amongst peers. There is a significant role of Internet and game addictions for making close friends. As seen in the findings of this study, Internet and game addictions can also lead to isolation. In other words, Internet and game addictions result in losing friends. However, it is not possible to explain or understand the entire process with just a single factor.
Another finding obtained in the present study was the fact that adolescents without any close friends are Internet and game addicts. This finding is consistent with the findings of other studies in related literature. Lacking a close friend is one of the factors predicting Internet addiction for an adolescent (
26). In addition, peer groups with two, three and multiple members formed depending on whether they are addicted or not gives clues to the way and cause of the spread of Internet and game addictions. Furthermore, the findings obtained in the present study allowed directing two questions to understand the main cause of the spread of addiction: 1) Do adolescents have excessive tendency towards the Internet and digital games just to be accepted to the peer groups? 2) Or do they get addicted with time due to the influence of the attitudes and behaviors of their best friend(s) (peer influence)? In order to seek answers to these questions, interviews could be held with students using the “case study” method, this way, detailed data could be gathered regarding their addiction levels before and after their friendships with their close friends. In addition, adolescents’ attitudes, behaviors, sharings and dialogues with their close friends should be observed. Taking all this data and SNA findings into account this will provide more information about how and why Internet and digital game addictions spread amongst adolescents. Learning and understanding this process is fairly important for the prevention and treatment of Internet and digital game addictions. Seeing that peer influence is very important, treating a single individual addicted to the Internet and digital games and avoiding the necessary precautions to be taken regarding his or her social environment could cause addiction to reappear with time. In this respect, it is important to view addiction from a broader perspective.
Peer influence is just one of the factors important for understanding addicted adolescents. The fact that addiction levels of some individuals in a group are not similar to the addiction level of the entire group can be explained with the influence of other factors. One of these factors is the duration of interactions. Undoubtedly, the present study reflected a very small section of the participating individuals’ lives. In Turkey, there are certain difficulties conducting periodical measurements on the same students at a school. However, in future studies, the changes based on peer interactions could be observed by focusing on a section of students’ lives. The second factor is family. According to the Primary Socialization Theory and Social Learning Theory, besides peer relationships and school, family relationships are also important sources for adolescents’ development of attitudes and behaviors (
9). Individuals may withdraw themselves from their families and prefer their peers as role models due to such factors as their relationships with their families and the perceived social support from their families. Although this does not always lead to bad results, individuals may not eventually feel themselves responsible for their families and thus develop bad habits. In addition, whether parents are Internet/game addicted or not and whether they are knowledgeable about the safe use of Internet could have an influence on adolescents. Although families and peer groups are influential on Internet and digital game addictions, the present study examined the influence of only the peer groups regarding Internet and digital game addictions because peer influence is believed to be more dominant on adolescents when compared to their families (
27). On the other hand, parents are also believed to be influential on individuals’ development of attitudes and behaviors. For this reason, future studies could examine whether parents or peer groups are more influential on the development and prevention of Internet and digital game addictions. The third factor is related to the individual differences of adolescents. According to Primary Socialization Theory, it is necessary to take individual factors and individual differences into consideration. Adolescents cannot be expected to be influenced to the same extent by peer interaction. Some adolescents are more open to changes, and they can adapt themselves to any positive/negative situation more easily.
5.1. Conclusions
The present study tried to understand not only how Internet and digital game addictions spread but also whether there is related peer influence or not. When other similar studies in literature are examined (
2), it is seen that there is a striking increase in Internet and digital game addictions amongst adolescents. Considering especially the total percentages of addicted and moderately addicted individuals in the present study, it is seen that the percentage of addiction amongst adolescents is quite high. In addition, the SNA in this study revealed that peer influence is an important factor in explaining the causes of the spread of Internet and digital game addictions. In literature, there is a limited amount of related research, which supports the findings obtained in the present study (
19). The SNA was conducted focusing on best friends/close friends. Therefore, not all adolescents in crowded groups can be said to be close friends with each other. There were central members in some groups, while some members were observed to be marginal. However, considering the fact that they were at the same school or in the same class, the group members could be said to know each other even if indirectly. Therefore, while evaluating the social network graphs, the focus was on the group members who were in direct interaction with each other rather than on the whole group. In respect to this finding, it is possible that Internet/game addicted individuals formed close friends groups with and interacted with other Internet/game addicted individuals and that the non-addicted individuals with other non-addicts. In addition, peer influence was more obviously observed on digital game addiction.
Evaluation of social network analysis by gathering data regarding adolescents’ related knowledge, awareness and interest could help obtain new findings in future studies. In addition, the present study could be regarded as a pilot study in relation to the research subject because no data was collected from the families of the adolescents and from their schools due to several obstacles and because no interview was held with the adolescents. This was accepted as the limitation to the study. For this reason, future studies could gather detailed data from families and peers directing the same research questions mentioned above.