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Manap, Abdullah – Online Submission, 2022
This study aims to analyze cyberbullying research in Turkey through bibliometric analysis. To this end, the study dealt with six research questions which included the most frequently used keywords and co-occurrences of these keywords, Turkey's collaboration with other countries, the frequency distribution of articles and citations by year, the…
Descriptors: Foreign Countries, Bullying, Research, Journal Articles
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Piotrowski, Chris – College Student Journal, 2015
This study attempts to identify the typological-research domain of the extant literature on video games related to college-age samples (18-29 years-of-age). A content analysis of 264 articles, from PsycINFO for these identifiers, was performed. Findings showed that negative or pathological aspects of video gaming, i.e., violence potential,…
Descriptors: Video Games, Late Adolescents, Young Adults, Violence
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Ariyabuddhiphongs, Vanchai – International Journal of Mental Health and Addiction, 2013
This narrative review summarizes current knowledge on adolescent gambling for the period 1990-2010, assesses adolescent gambling behavior and person and environment predictors, and suggests directions for future research. The review includes 99 studies that identified their subjects as adolescents, children, youth, and students, and discusses…
Descriptors: Adolescents, Addictive Behavior, Predictor Variables, Males
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Ariyabuddhiphongs, Vanchai – International Journal of Mental Health and Addiction, 2012
This paper uses the social cognitive theory model to review the literature on older adult gambling, and related personal and environment characteristics. Results show that lottery is the kind of gambling most frequently played by older adults, followed by casino games. Older adults take trips to casinos to socialize, find excitement, and win…
Descriptors: Older Adults, Program Effectiveness, Longitudinal Studies, Epistemology
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Kuss, Daria Joanna; Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2012
The activity of play has been ever present in human history and the Internet has emerged as a playground increasingly populated by gamers. Research suggests that a minority of Internet game players experience symptoms traditionally associated with substance-related addictions, including mood modification, tolerance and salience. Because the…
Descriptors: Substance Abuse, Correlation, Etiology, Internet