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Mohamed M. Ghoneim Sywelem; Sarah Bader Alotaibi – Education and Information Technologies, 2025
This quantitative study explores parental awareness of gaming addiction risks and their perceptions of coping strategies among middle school students in Jazan region, Saudi Arabia. Data were collected from 245 parents using a validated questionnaire designed to assess perceptions of three primary risks associated with gaming addiction: health,…
Descriptors: Video Games, Addictive Behavior, Student Evaluation, Middle School Students
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Leilei Liang; Tongshuang Yuan; Kai Liu; Chengbin Zheng; Junsong Fei; Songli Mei – Youth & Society, 2025
The purpose of this study was to validate a proposed theoretical model of adolescent internet gaming disorders from a reality-virtual perspective. A questionnaire survey was conducted using random stratified cluster sampling on 3,058 middle school students with internet gaming experience, drawn from four middle schools in a province in northern…
Descriptors: Early Adolescents, Middle School Students, Self Concept, Computer Simulation
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S. Lin; M. A. Fabris; C. Longobardi; S. Mastrokoukou – Journal of Adolescence, 2025
Introduction: Recent evidence demonstrates an association between social media addiction (SMA) and aggressive behaviors; however, the longitudinal relationship between these two variables remains not fully understood. The aim of this study was to examine the longitudinal relationship between SMA and aggressive behaviors (overt and relational…
Descriptors: Foreign Countries, Social Media, Addictive Behavior, Aggression
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Qing Wang; Hongfei Xiao; Hao Yin; Jiamin Wei; Shuo Li; Baoguo Shi – Journal of Creative Behavior, 2025
Creativity is an essential skill that is at the heart of 21st-century education. Mobile phone use occupies considerable amounts of time in people's lives and may influence creativity. However, few studies have linked mobile phone dependence (MPD) to adolescents' domain-specific creativity (science and art). This study investigated the relationship…
Descriptors: Creativity, Telecommunications, Handheld Devices, Addictive Behavior
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Olcan Aslan; Irem Topuz; Jale Eldeleklioglu – Educational and Developmental Psychologist, 2025
Objective: The aim of this study is to investigate the mediating role of digital game addiction in the relationship between school belonging and psychological resilience of adolescents in middle school. Considering school belonging together with digital game addiction may help to better understand the risk and protective factors of psychological…
Descriptors: Addictive Behavior, Psychological Patterns, Correlation, Student School Relationship
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Servet Erkol; Sabit Mentese; Murat Gokalp – Turkish Online Journal of Educational Technology - TOJET, 2025
Addiction is the state of being addicted to any activity, substance, object or behavior in a way that excludes other activities of one's life or causes physical, mental or social harm to oneself and others. In addition to many and various types of addiction, it seems that an important type of addiction is technology addiction. Today, the dizzying…
Descriptors: Middle School Students, High School Students, Addictive Behavior, Telecommunications
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Özcan Palavan; Bilge Gültekin – Journal of Learning and Teaching in Digital Age, 2025
This study examines the relationship between middle school students' undesirable behaviours and digital game addiction. Undesirable behaviours disrupt teaching, harm peers, compromise safety, and lower teacher motivation. These behaviours, often influenced by family and environmental factors, disrupt classroom order. Digital games, particularly…
Descriptors: Middle School Students, Addictive Behavior, Video Games, Computer Games