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Lin, Shanyan; Longobardi, Claudio; Gastaldi, Francesca Giovanna Maria; Fabris, Matteo Angelo – Journal of Early Adolescence, 2024
Social media addiction (SMA) is considered a risk factor for aggressive behaviors in adolescents, while its underlying mechanisms remains unclear. In this study, we investigated the possible mediating roles of nighttime social media use and sleep quality in the relationship between SMA and aggressive behaviors. A sample of 773 Italian secondary…
Descriptors: Social Media, Addictive Behavior, Aggression, Early Adolescents
Iveth Gómez Alvarez; Dilma Yañacc Pacuri; Segundo Salatiel Malca-Peralta; Wilter C. Morales-García – Electronic Journal of Research in Educational Psychology, 2024
Introduction: COVID-19 changed the traditional way of educating, confining students to their homes and favoring the excessive use of technology and entertainment such as video games. Precisely, the excessive consumption of the latter altered the behavior of adolescents and increased their levels of aggressiveness. The present study analyzed…
Descriptors: Video Games, Addictive Behavior, Aggression, Adolescents
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
Nuri, Cahit; Direktör, Cemaliye; Arnavut, Ahmet – World Journal on Educational Technology: Current Issues, 2021
The aim of this study is to research the mediational role of smartphone addiction on relationship between nomophobia and aggression level of university students. The data collected through the convenience samples over the Internet has reached a wider audience. The study group consisted of 307 university students. Smartphone Addiction Scale Short…
Descriptors: Handheld Devices, Addictive Behavior, Aggression, Fear
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
Seydioglu, Cüneyt; Yagci, Ihsan – Journal of Educational Issues, 2022
The aim of this study is to determine whether the level of aggression of the students of Physical Education and Sports School at Istanbul Ayvansaray University differs according to some demographic variables. For this purpose, 180 students from the Physical Education and Sport School participated voluntarily who got trainings from Istanbul…
Descriptors: Foreign Countries, Aggression, College Students, Student Behavior
McDaniel, Sara C.; Bruhn, Allison L. – Elementary School Journal, 2019
This study examined the effects of coping power (CP) and the combination of CP with check-in/check-out (CICO) to determine whether the addition of CICO as a classroom component enhances the effects of CP alone. CP was delivered outside the classroom by research assistants, and all CICO components were implemented by classroom teachers. We…
Descriptors: Addictive Behavior, Coping, Elementary School Students, At Risk Students
Coyne, Sarah M.; Stockdale, Laura A.; Warburton, Wayne; Gentile, Douglas A.; Yang, Chongming; Merrill, Brett M. – Developmental Psychology, 2020
The aim of this study was to examine trajectories of pathological video game symptoms over a 6-year period from adolescence to emerging adulthood. We also examined a number of predictors and outcomes for different trajectories. Participants included 385 adolescents (M age = 15.01 at the initial time point) who completed multiple questionnaires…
Descriptors: Video Games, Adolescents, Young Adults, Predictor Variables
Lapshina, Natalia; Stewart, Shannon L. – Journal of Intellectual & Developmental Disability, 2019
Background: This study examined predictors of service complexity in children with comorbid intellectual developmental disorder (IDD) and mental health concerns. We examined whether patient type, safety risk, exposure to trauma, and family dysfunction were related to service complexity. Method: The study had a cross-sectional design, wherein…
Descriptors: Intellectual Disability, Mental Disorders, Hospitals, Clinics
Ribakova, Laysan A.; Valeeva, Roza A.; Merker, Natalia – International Journal of Environmental and Science Education, 2016
The purpose of the study was the theoretical justification and experimental verification of content, complex forms and methods to ensure effective prevention and psycho-pedagogical correction of bullying in school. 53 teenage students from Kazan took part in the experiment. A complex of diagnostic techniques for the detection of violence and…
Descriptors: Foreign Countries, Bullying, Case Studies, Prevention
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
Gommans, Rob; Stevens, Gonneke W. J. M.; Bogt, Tom F. M. ter; Cillessen, Antonius H. N. – Journal of Cognitive Education and Psychology, 2016
The goal of this study was to examine behavioral norm effects in 2 peer contexts (classroom, school) on adolescent substance use (tobacco, alcohol, cannabis) and aggressive behaviors (bullying, physical fighting). Participants were 5,642 adolescents (M[subscript age] = 14.29 years, SD = 1.26; 49% boys). There were 3 hypotheses. First, behavioral…
Descriptors: Substance Abuse, Aggression, Bullying, Classroom Environment
Lee, Jeewon; Sung, Min-Je; Song, Sook-Hyung; Lee, Young-Moon; Lee, Je-Jung; Cho, Sun-Mi; Park, Mi-Kyung; Shin, Yun-Mi – Journal of Early Adolescence, 2018
The smartphone has many attractive attributes and characteristics that could make it highly addictive, particularly in adolescents. The purpose of this study was to examine the prevalence of young adolescents in risk of smartphone addiction and the psychological factors associated with smartphone addiction. Four hundred ninety middle school…
Descriptors: Foreign Countries, Psychological Patterns, Handheld Devices, Telecommunications
Stavropoulos, Vasilis; Kuss, Daria; Griffiths, Mark; Motti-Stefanidi, Frosso – Journal of Adolescent Research, 2016
Over the last decade, research on Internet addiction (IA) has increased. However, almost all studies in the area are cross-sectional and do not examine the context in which Internet use takes place. Therefore, a longitudinal study examined the role of conscientiousness (as a personality trait) and classroom hostility (as a contextual factor) in…
Descriptors: Longitudinal Studies, Adolescent Attitudes, Internet, Addictive Behavior
Adachi, Paul J. C.; Willoughby, Teena – Journal of Youth and Adolescence, 2013
The majority of research on the link between video games and aggression has focused on the violent content in games. In contrast, recent experimental research suggests that it is video game competition, not violence, that has the greatest effect on aggression in the short-term. However, no researchers have examined the long-term relationship…
Descriptors: Competition, Addictive Behavior, Adolescents, Aggression
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