1. Introduction
A significant portion of chronic diseases observed in childhood consists of congenital heart diseases. Congenital heart diseases may affect children’s daily activities, participation in physical play, and social relationships, increasing the importance of psychosocial well-being and quality of life in pediatric cardiology. Children with structural heart disease often undergo long-term medical follow-up and, in some cases, invasive procedures such as angiography or cardiac surgery. These experiences may create physical, emotional, and social challenges that affect children’s development. Due to health-related restrictions, many children with structural heart disease may spend more time engaging in sedentary and screen-based activities compared to their peers. In particular, digital games may become a prominent source of entertainment, socialisation, and daily engagement for these children. Although digital games may provide cognitive and recreational benefits, excessive and uncontrolled use may also increase the risk of problematic gaming behaviours.
Digital games can support the development of skills such as problem-solving, strategic thinking, and hand–eye coordination. However, excessive digital game use has also been associated with behavioural addiction and may negatively relate to children’s social and emotional well-being. Although excessive or problematic gaming has been associated with negative outcomes, recent empirical studies have also suggested that moderate and structured digital game use may support certain cognitive and motivational processes in children, including problem-solving skills, attention regulation, and engagement in learning-related tasks [
1,
2].
At the same time, children’s engagement with digital environments has also increased interest in computational thinking, one of the core competencies associated with 21st-century learning [
3]. Considered as essential as reading and writing, computational thinking underpins coding and programming education [
4,
5]. Due to the growing importance of digital literacy and problem-solving skills, many educational systems have increasingly integrated computational thinking into curricula from early ages [
6]. Based on these considerations, the present study aimed to explore the associations among digital game addiction, computational thinking skills, and well-being in middle school children with structural heart disease and their typically developing peers.
4. Results
This study aimed to examine the relationships among digital game addiction, computational thinking skills, and well-being levels of middle school students with structural heart disease and their typically developing peers. In line with this aim, the study was structured around three sub-problems. The analyses related to the first sub-problem are presented in
Table 4 and
Table 5.
According to
Table 4, among children with structural heart disease, excessive gaming was negatively associated with creativity (r = −0.552), and overall computational thinking skills (r = −0.463) (
p < 0.05). Similarly, neglect of social life showed a negative association with collaboration (r = −0.410) (
p < 0.05). No other statistically significant associations were observed between digital game addiction and computational thinking sub-dimensions.
In addition, the effect size for the observed difference in total computational thinking scores was Cohen’s d = 0.61, which corresponds to a moderate effect size according to Cohen’s [
72] classification. When the sub-dimensions were examined, moderate effect sizes were found for creativity (r = 0.31) and collaboration (r = 0.36); small effect sizes were observed for algorithmic thinking (r = 0.22) and critical thinking (r = 0.24); and a very small effect size was identified for problem solving (r = 0.14). These results suggest that the differences observed in certain sub-dimensions are not only statistically significant but also have practical relevance, given their moderate effect sizes. Similarly, effect sizes for the sub-dimensions of digital game addiction ranged from small to moderate. Effect sizes approaching the moderate level were found for
loss of control (r = 0.33), excessive gaming (r = 0.28), and total digital game addiction score (r = 0.28). In contrast, a small effect size was observed for the withdrawal sub-dimension (r = 0.12). These findings indicate that although some sub-dimensions exhibit effects beyond statistical significance, the overall magnitude of the effect remains limited.
According to
Table 5, it was found that the critical thinking sub-dimension of children without structural heart disease was negatively and significantly associated with the loss of control, withdrawal, and neglect of social life sub-dimensions of digital game addiction, as well as with overall digital game addiction (r = −0.451) (
p < 0.05). In addition, significant negative relationships were identified between the withdrawal sub-dimension and creativity (r = −0.369), collaboration (r = −0.462), and overall computational thinking skills (r = −0.515) (
p < 0.05). Furthermore, statistically significant negative relationships were observed between loss of control and algorithmic thinking (r = −0.377), and between neglect of social life and collaboration (r = −0.401) (
p < 0.05). These findings indicate that, among typically developing children, increases in digital game addiction scores are associated with negative effects on several sub-dimensions of computational thinking skills, particularly critical thinking and collaboration. However, no statistically significant relationship was found between the problem-solving sub-dimension and digital game addiction (
p > 0.05). The analyses related to the second sub-problem are presented in
Table 6 and
Table 7.
According to
Table 6, no statistically significant relationships were found between any sub-dimensions of digital game addiction and the sub-dimensions of connectedness, engagement, happiness, optimism, perseverance, or the overall well-being level of children with structural heart disease (
p > 0.05). An examination of the correlation coefficients revealed that they were at very low levels, indicating that the variables operated largely independently of one another. These findings suggest that, in children with structural heart disease, tendencies toward digital game addiction do not have a determining effect on children’s overall perceptions of well-being. In addition, the effect size for the total well-being score was d = 0.19, indicating a small effect. Effect sizes for the sub-dimensions were also generally small (r ≅ 0.08–0.24). Although statistically significant differences were observed between groups in some analyses, these results indicate that the magnitude of the differences remains limited and that the practical impact of these differences may be relatively low.
According to
Table 7, no statistically significant relationships were found between digital game addiction and any of the well-being sub-dimensions or the total well-being score among children without structural heart disease (
p > 0.05). The findings indicate that digital gaming habits of typically developing children are not significantly associated with their well-being components. The analyses related to the third sub-problem are presented in
Table 8 and
Table 9.
According to
Table 8, statistically significant, positive, and moderate correlations were found between the connectedness sub-dimension of children with structural heart disease and algorithmic thinking (r = 0.554), critical thinking (r = 0.526), and overall computational thinking skills (r = 0.456) (
p < 0.05). In addition, a statistically significant positive relationship was observed between perseverance and critical thinking (r = 0.448) (
p < 0.05). These findings indicate that as children with structural heart disease develop stronger connections with their social environment (connectedness), their ability to manage logical processes and engage in critical analysis also increases. However, no statistically significant relationships were found between computational thinking skills and the dimensions of engagement, happiness, and optimism (
p > 0.05).
According to
Table 9, when the relationship between computational thinking skills and well-being levels of children without structural heart disease was examined, the perseverance sub-dimension was found to be positively and statistically significantly associated with creativity (r = 0.394), collaboration (r = 0.422), critical thinking (r = 0.569), and overall computational thinking skills (r = 0.412) (
p < 0.05). In addition, significant positive relationships were identified between overall well-being and creativity (r = 0.370), collaboration (r = 0.389), and critical thinking (r = 0.407) (
p < 0.05). These findings indicate that as psychological resilience and perseverance levels increase among children without structural heart disease, their computational thinking skills also tend to improve. However, no statistically significant relationships were observed for the algorithmic thinking and problem-solving sub-dimensions (
p > 0.05).
5. Discussion
In this study, the relationships among digital game addiction, computational thinking skills, and well-being levels of middle school students with structural heart disease and their typically developing peers were examined within the framework of three sub-problems. The findings revealed more pronounced relationships between digital game addiction and cognitive skills, whereas the associations with well-being variables were limited and relatively weak. Specifically, while significant associations were identified between digital game addiction and computational thinking skills, the relationships involving well-being components remained limited. The observed effect sizes were generally small to moderate, indicating that the associations identified in this study are limited in magnitude and should not be interpreted as strong relationships. These results suggest that digital gaming behaviours are more strongly associated with socio-cognitive components such as creativity and collaboration than with general well-being indicators.
When the findings related to the first sub-problem of the study were examined, it was revealed that as the digital game addiction sub-dimensions of excessive gaming and neglect of social life increased, computational thinking skills—particularly creativity, collaboration, and overall computational thinking—decreased. Especially among children with structural heart disease, moderate and negative relationships were identified between excessive gaming and both creativity and total computational thinking scores. Similarly, a negative association was found between neglect of social life and collaboration skills. These findings suggest that increased gaming duration may be associated with lower levels of productive thinking, collaborative work, and the generation of alternative solutions to problem situations. Previous research supports this interpretation, indicating that excessive and uncontrolled digital game use may have adverse effects on children’s attention, academic performance, and social adjustment skills [
24,
27,
29,
73,
74]. One possible explanation for this pattern is that children in the disease group experience limitations in physical activity and spend a substantial amount of time in the home environment, which may be associated with greater engagement with digital games. However, when such use is unstructured and poorly regulated, it may shift from a potentially engaging activity into more passive consumption rather than supporting cognitive development. Studies have also reported that insufficient parental monitoring and low levels of digital parenting awareness increase the risk of addictive behaviours and developmental vulnerabilities in children [
30,
65]. Recent international research on parental involvement in digital gaming suggests that its effects are not uniform and may vary depending on the type of mediation strategy. For instance, restrictive mediation may reduce excessive gaming, whereas active mediation and co-use strategies may support healthier engagement with digital games and preserve their potential developmental benefits.
Furthermore, adolescents’ motivations for gaming, particularly escapism as a distinct motivational profile, have been shown to play a critical role in the development of problematic gaming behaviours [
3]. Repetitive game experiences based on predefined, ready-made scenarios may reduce opportunities for creative production and analytical reasoning, which may be associated with lower levels of computational thinking skills [
75,
76]. Moreover, the observed pattern is consistent with previous findings linking problematic gaming behaviour with attention and academic difficulties [
31,
77]. Finally, the effect size findings indicated that the associations for algorithmic thinking and problem-solving sub-dimensions remained small, suggesting that digital game use is not equally related to all cognitive domains. These findings highlight the importance of considering parental mediation not only as a control mechanism but also as a multidimensional construct that may influence different gaming motivations in distinct ways.
In contrast, among children without structural heart disease, the observed associations were distributed across a broader range of cognitive skills. For instance, the negative associations between digital game addiction scores and critical thinking, collaboration, and overall computational thinking indicate that excessive engagement with digital games may be related to lower levels of cognitive performance not only in children with structural heart disease but also in typically developing children. The findings of the present study are consistent with previous research demonstrating that higher levels of problematic gaming are associated with attention problems, academic difficulties, and social withdrawal behaviours [
31,
77]. In particular, increases in addiction-related symptoms such as loss of control and withdrawal may be related to impairments in higher-order cognitive skills, including attention regulation, planning, and logical decision-making. This pattern suggests that when digital games are used primarily for escape or habitual engagement, cognitive functioning may be negatively associated with them. Notably, there is no significant association between digital game addiction and the problem-solving sub-dimension. Previous studies have similarly reported that digital game addiction does not show consistent associations across all cognitive domains [
23]. When both the existing literature and the present study’s findings are considered, this result may be explained by the fact that problem-solving is a more general skill shaped by daily life experiences and school-based activities.
When the findings related to the second sub-problem of the study were examined, it was found that there was no statistically significant association between digital game addiction and well-being levels in either children with structural heart disease or those without structural heart disease. In other words, contrary to expectations, no statistically significant associations were found between digital game addiction and well-being in either group. This finding suggests that, in this sample, no linear relationship was detected between these variables. However, this result should not be interpreted as evidence of the absence of a relationship. Rather, it may reflect the multidimensional and complex structure of well-being. Several factors may account for this finding. First, well-being is a multidimensional construct, and different dimensions may not be equally sensitive to digital game-related behaviours. Second, the EPOCH scale, while widely used, may not capture more context-specific aspects of well-being related to digital media use. Third, developmental factors in middle school children may influence how digital game use relates to subjective well-being. Finally, the relatively small sample size limited the statistical power to detect existing associations. In particular, for children with structural heart disease, well-being levels are influenced by a wide range of factors, including health status, family support, treatment processes, social acceptance, and overall life experiences. Previous studies conducted with children diagnosed with structural heart disease similarly indicate that quality of life and psychosocial well-being are more strongly associated with medical and family-related variables than with behavioural factors such as digital game use [
14,
16]. Therefore, for children coping with a chronic health condition, psychological well-being may be shaped primarily by health-related and family-based support mechanisms rather than by digital gaming behaviours. The absence of statistically significant associations between digital game addiction and well-being is theoretically meaningful and warrants careful interpretation. One possible explanation lies in the multidimensional structure of well-being, which is influenced by a wide range of factors beyond digital behaviours, including family support, health status, and social relationships. In this context, digital gaming alone may not constitute a sufficiently strong or direct determinant of overall well-being.
Furthermore, moderate levels of digital game use may serve adaptive functions such as stress relief, social interaction, or emotional regulation, thereby weakening the expected negative association with well-being. This interpretation aligns with previous literature suggesting that the impact of digital gaming on psychological outcomes depends on the intensity, purpose, and context of use rather than mere exposure. Additionally, any psychosocial implications regarding the impact of digital game addiction on well-being should be interpreted with caution, as present findings do not provide direct empirical support for such claims.
Similarly, the absence of significant associations in children without structural heart disease suggests that digital games are not necessarily related to negative psychological outcomes in all cases. Children may use digital games for entertainment, socialisation, or stress reduction. Therefore, unless gaming behaviour exceeds a certain threshold, it may not constitute a substantial risk factor for well-being. In this respect, establishing a direct and linear relationship between symptoms of digital game addiction and subjective well-being is not always possible [
24]. Moreover, the limited number of significant associations and the generally small effect sizes observed in well-being variables indicate that digital game addiction is not a strong determinant of psychological well-being in this study. This is particularly evident in children with structural heart disease, for whom well-being is more closely associated with factors such as health status and family support [
14]. Accordingly, when the multidimensional nature of well-being is taken into account, digital gaming behaviours may be related to only a limited aspect of this broader construct.
When the findings related to the third sub-problem of the study were examined, positive associations were observed between computational thinking skills and well-being levels, particularly in the social and psychological dimensions. The literature similarly emphasises that cognitive skills, social adjustment, and psychological resilience are interrelated constructs that support one another and tend to develop concurrently [
44,
46]. In children with structural heart disease, the associations between connectedness and perseverance, and between algorithmic thinking, critical thinking, and overall computational thinking, suggest that cognitive skills develop in conjunction with social adjustment and psychological resilience. Children who possess logical reasoning, planning, and systematic thinking skills may also show higher levels of coping and social engagement. Supporting this interpretation, previous research has shown that computational thinking is related to problem solving, collaboration, and higher-order thinking skills, which are associated with both academic and social development [
35]. From this perspective, particularly for children facing health-related challenges, cognitive competence may be associated with psychological empowerment. In brief, feelings of “being able to succeed” and “having control” may be related to both social connectedness and internal resilience.
In children without structural heart disease, the finding that well-being—particularly the perseverance dimension—is associated with creativity, collaboration, and critical thinking is noteworthy. This pattern suggests that cognitive flexibility and productive thinking may co-occur with psychological resilience. It is expected that children who can express themselves effectively, collaborate within groups, and engage in critical thinking may report higher life satisfaction and perseverance in pursuing their goals. From this perspective, computational thinking skills can be considered not only as academic competencies but also as variables that support psychosocial development. The absence of significant relationships in the problem-solving dimension may be related to the more general and multifaceted nature of this skill compared to other sub-dimensions. Indeed, some studies have reported that consistent relationships are not observed across all cognitive and psychosocial dimensions, and that problem-solving represents a broader construct shaped by multiple environmental experiences [
23]. Given the exploratory and correlational nature of the analyses and the absence of correction for multiple testing, these findings should be considered preliminary. Therefore, the non-significant findings should not be interpreted as evidence of the absence of a relationship, but rather as an indication that no detectable associations were observed in the present sample.
The present study provides preliminary empirical evidence regarding the associations among digital game addiction, computational thinking skills, and well-being in middle school children with and without structural heart disease. However, given the cross-sectional and correlational design, the findings should not be interpreted as evidence of causal or explanatory relationships. Rather, the results should be considered as exploratory, highlighting potential relationships that warrant further investigation. The findings should be interpreted cautiously, particularly given the limited statistical power of the sample. Therefore, the results should be considered preliminary and warrant replication with larger samples. Future research should employ a longitudinal or experimental design to examine the directionality and potential causal mechanisms underlying these associations.
The findings of the present study do not provide evidence for causal, mediating, or moderating relationships. Therefore, interpretations of the potential protective or buffering roles of computational thinking should be considered speculative and require further investigation.
6. Conclusions
In this study, the relationships among digital game addiction, computational thinking skills, and well-being levels of middle school students with structural heart disease and their typically developing peers were examined comparatively. The findings indicated that as digital game addiction increased, declines were observed, particularly in certain dimensions of computational thinking skills. In contrast, no direct or strong relationship was found between digital game addiction and overall well-being levels. An examination of effect sizes revealed moderate effects for the total computational thinking score, small-to-moderate effects for the dimensions of digital game addiction, and small effects for the well-being variables. These results suggest that the observed relationships differ not only in statistical significance but also in magnitude across variables. In addition, computational thinking skills were found to be positively associated with well-being components, including social connectedness, perseverance, and psychological resilience. Accordingly, the findings demonstrate that digital games do not function merely as tools for entertainment in children’s lives but constitute an experiential domain closely related to both cognitive and psychosocial development. However, uncontrolled and excessive gaming behaviours may limit higher-order cognitive skills such as creativity, critical thinking, and collaboration.
When evaluated specifically in the context of children with structural heart disease, the findings suggest that increased engagement with digital environments due to physical limitations may pose risks for cognitive and socio-emotional development when digital game use becomes passive and addiction-oriented. Nevertheless, the fact that effect sizes generally remained within the small-to-moderate range suggests that the relationship between digital game use and cognitive and psychosocial development is relatively small in magnitude. Moreover, the reporting of effect sizes in this study enabled the findings to be interpreted not only in terms of statistical significance but also in terms of their practical relevance. The results revealed moderate effects, particularly for cognitive variables, whereas psychosocial variables demonstrated small effect sizes, suggesting that the impact of digital gaming behaviours may vary across developmental domains.
In conclusion, this study provides preliminary evidence of associations among digital game addiction, computational thinking skills, and well-being in middle school children with and without structural heart disease. The findings indicate that digital game addiction is generally associated with lower computational thinking skills, while computational thinking shows weak to moderate positive associations with certain dimensions of well-being. However, no consistent relationship was observed between digital game addiction and well-being. Given the exploratory correlational design, small sample size, and multiple testing considerations, these findings should be interpreted cautiously and should not be considered causal. Rather than providing definite conclusions, the results offer initial insights into the complex relationships among digital behaviours, cognitive skills, and well-being in childhood. Future studies with larger, more representative samples are needed to clarify these relationships further and test more complex explanatory models.
8. Limitations
Despite its contributions, this study has several limitations that should be considered when interpreting the findings. First, the sample size was relatively small, which may have limited statistical power and reduced the likelihood of detecting smaller associations. The study was conducted in Afyonkarahisar, where a single specialist physician provides pediatric cardiology services. Accordingly, access to children with structural heart disease was limited to a single clinical setting, and data collection was conducted over 7 months. Within this timeframe, the number of eligible participants who could be reached remained limited.
Second, participation in the study was entirely voluntary. Given the sensitive nature of chronic health conditions in children, some families chose not to participate, further limiting the sample size. Therefore, the sample may not be fully representative of broader populations of children with or without structural heart disease, and the findings should be interpreted cautiously.
Third, the two comparison groups were not fully balanced in their demographic composition, particularly in gender distribution. This imbalance may have influenced some of the observed associations. Previous research has shown that gender differences may influence both digital gaming behaviours and psychosocial outcomes during middle childhood and early adolescence. In general, boys tend to report higher levels of digital gaming engagement and problematic gaming behaviours, whereas girls often report comparatively higher levels of social connectedness and emotional well-being [
31,
77]. Therefore, the predominance of boys in the structural heart disease group and the relatively higher proportion of girls in the comparison group may have partially shaped some of the observed association patterns. For example, the stronger negative associations observed between digital game addiction and computational thinking dimensions in the structural heart disease group may partly reflect gender-related differences in gaming intensity and gaming motivations. Similarly, differences in well-being-related associations may also have been influenced by gender-related psychosocial characteristics reported in previous literature. Accordingly, the findings should be interpreted cautiously, as some observed group differences may reflect demographic composition in addition to disease-related factors.
Fourth, potentially relevant control variables such as socioeconomic status, parental mediation of technology use, and total screen time were not included in the analyses. These unmeasured variables may have contributed to the observed relationships.
Another limitation concerns the research design’s cross-sectional and correlational nature. As the study aimed to examine relationships among variables at a single point in time, causal inferences about the direction of these relationships cannot be made. Longitudinal or experimental designs may provide a more comprehensive understanding of how digital game addiction, computational thinking skills, and well-being interact over time.
Another limitation is reliance on multiple bivariate correlation analyses. Conducting a large number of statistical tests may increase the risk of Type I error (false-positive findings). As no correction procedures were applied, some statistically significant results should be interpreted cautiously. Also, there is no a priori power analysis. Given the relatively small sample size, the study may be underpowered to detect small-to-moderate associations. Therefore, the precision of the estimated correlations may be limited, and some non-significant findings may reflect insufficient statistical power rather than the true absence of relationships. Consequently, the reported coefficients should be interpreted as preliminary estimates, with potential uncertainty regarding the stability of the effect size.
Finally, data were collected through self-report scales, which may be subject to response bias and social desirability effects. This methodological approach may introduce common-method bias and social desirability effects, as participants may overreport socially desirable behaviours and underreport undesirable ones. As a result, the observed relationships among digital game addiction, computational thinking skills, and well-being may partially reflect participants’ subjective perceptions rather than fully objective behavioural patterns. This limitation should be considered when interpreting the strength and direction of the associations reported in the present study. Although the measurement instruments used in the study demonstrated strong reliability and validity, future research may benefit from incorporating multi-informant data sources (e.g., parents, teachers, or clinical observations) and mixed-method approaches to obtain a more comprehensive perspective. Future studies would benefit from incorporating multi-informant data sources such as teacher reports, parental evaluations, or objective digital usage logs to reduce potential bias.