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Yesilyurt, Ferahim – International Education Studies, 2020
Problematic gaming behavior is an important problem that may lead to a recently introduced psychiatric condition named internet gaming disorder (IGD). Gaming addiction has been reported to have major influence on the lives of adolescents and young adults affected by it. Our aim was to determine relationships between gaming-related parameters,…
Descriptors: Computer Games, Mental Health, Addictive Behavior, Academic Achievement
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Dobbs, Page Daniel; Hammig, Bart; Henry, Leah Jean – Health Education Journal, 2017
Objective: Between 2013 and 2014, past 30-day use of e-cigarettes increased from 4.5% to 13.4% among US high school students aged 9-19 years. We sought to examine the influence of perceived addiction and harm of e-cigarettes on e-cigarette use among adolescents. Design: Self-reported use and perception of harm of e-cigarettes were assessed using a…
Descriptors: Smoking, Adolescents, Addictive Behavior, Health Behavior
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Cheung, Nicole W. T. – Youth & Society, 2016
Despite recent concerns over youthful problem gambling, few gambling studies have looked into Asian adolescent populations. This study of a stratified, random sample of high school students in Hong Kong is designed to estimate the prevalence of gambling pathology among Chinese adolescents and to examine the relationships between social strain,…
Descriptors: Foreign Countries, Games, Probability, Addictive Behavior
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Ludden, Alison Bryant; Wolfson, Amy R. – Health Education & Behavior, 2010
Little is known about adolescents' caffeine use, yet caffeinated soda, and more recently coffee and energy drinks, are part of youth culture. This study examines adolescents' caffeine use and, using cluster analysis, identifies three groups of caffeine users who differed in their reasons for use, expectancies, and sleep behaviors. In this high…
Descriptors: Sleep, Adolescents, Multivariate Analysis, Stimulants