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Showing 1 to 15 of 31 results Save | Export
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Enrico Gandolfi; Richard E. Ferdig; Jiahui Wang; Grace Morris; Amy Copus; Sk Rezwan Shihab – Education and Information Technologies, 2024
Research has provided evidence that online gaming can both positively and negatively impact players' physical and mental health. However, few research studies have examined how game addiction, game community, and vitality felt while playing can inform well-being. This study addressed this gap by focusing on game players' vitality, a construct that…
Descriptors: Internet, Computer Games, Well Being, Addictive Behavior
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Alayna Murray; Beatrix Koronczai; Orsolya Király; Mark D. Griffiths; Arlene Mannion; Geraldine Leader; Zsolt Demetrovics – Review Journal of Autism and Developmental Disorders, 2022
The present study investigated the association between autism and problematic internet use (PIU) and gaming disorder (GD). A systematic literature search was conducted in accordance with PRISMA guidelines. A total of 2286 publications were screened, and 21 were deemed eligible for inclusion in the review. The majority of the studies found positive…
Descriptors: Autism Spectrum Disorders, Internet, Computer Use, Addictive Behavior
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Nikola Levkov; Bojan Kitanovikj – International Journal of Technology in Education, 2024
While the right usage of technology brings a plethora of benefits, misusing technological devices and the Internet in an educational context can manifest in different behavioral tendencies. This ranges from growing addiction to technology and cyberbullying to technological anxiety and technostress. Yet, the effects of cyberloafing on students'…
Descriptors: Foreign Countries, College Students, Social Media, Internet
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Karabatak, Songül; Alanoglu, Müslim – Malaysian Online Journal of Educational Technology, 2022
The purpose of this study is to test the relationships between teacher candidates' technology addiction and their social connectedness. Students studying at a faculty of education in a state university selected by the convenience sampling method constituted the sample of the study. Correlation analysis and association rules were used to analyze…
Descriptors: Social Media, Addictive Behavior, Internet, Handheld Devices
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Parmaksiz, Izzet – Education and Information Technologies, 2022
The purpose of the study was to examine whether personality traits had a mediator role on the relationship between university students' digital addiction behaviour and academic self-efficacy. The study sample consisted of 1348 students (876 females and 472 males) who were chosen through random sampling from university students who from different…
Descriptors: Foreign Countries, College Students, Personality Traits, Self Efficacy
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Atasever, Askay Nur; Çelik, Levent; Eroglu, Yüksel – Participatory Educational Research, 2023
In this study, the mediating role of digital addiction in the relationship between academic motivation and life satisfaction was examined. The present study was quantitative in nature and correlational design was used. The data were collected through Google Forms. 191 university students selected by convenience sampling method participated in the…
Descriptors: College Students, Handheld Devices, Computer Games, Learning Motivation
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Alwaely, Suad Abdalkareem; Minnullina, Rosalia; Fedorova, Elena; Lazareva, Yuliya – Cogent Education, 2023
Not only children but also adults now spend much more time in front of the screen (computers, laptops, tablets, phones, TVs, Play Station, other game consoles, etc.) for various reasons: work, study, a lot of free time, communication, entertainment, information retrieval. The aim of this paper is to examine how the time spent in front of the…
Descriptors: Foreign Countries, Secondary School Students, Parents, Addictive Behavior
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Feng, Mengmeng; Zhou, Guangdong – International Journal of Behavioral Development, 2023
This study investigated the longitudinal trajectories of peer rejection and their predictive effects on Internet gaming addiction among Chinese children. The sample comprised 818 students from Grades 1 to 3 (M = 8.30, SD = 1.11, 51.3% boys). Peer rejection was assessed using peer nominations in five waves over a period of 2.5 years, and Internet…
Descriptors: Foreign Countries, Elementary School Students, Grade 1, Grade 2
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Koc, Mustafa; Tunc, Rasim – International Society for Technology, Education, and Science, 2021
E-sports games have recently become a popular internet game especially among young people and are played at a professional and amateur level. The effect of replacing traditional games with such digital games on the development of children and young people is hotly discussed among the parents and educators. This study aims to investigate…
Descriptors: Video Games, Competition, Internet, High School Students
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Renan Seker; Tezcan Kartal; Adem Tasdemir; Ibrahim Serdar Kiziltepe – Journal of Education in Science, Environment and Health, 2023
Technology may lead to many new problems, especially for students at high school level. The ease of using and accessing technology increases the risk of the younger pupils' addiction to technology. Problematic uses of technology, especially among high school students, include internet use, instant messaging, online gaming, social networking and…
Descriptors: High School Students, Technology, Addictive Behavior, Internet
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Çirak, Nese Sevim; Erol, Osman – Participatory Educational Research, 2020
Digital games have taken on an important role in many people's lives and are popular among various age groups and different genders. Hence, it is important to estimate why people are so attracted to digital games. The aim of this study is to investigate the motivational factors that incite people to play digital games. To achieve this, survey…
Descriptors: Motivation, Computer Games, Self Determination, Gender Differences
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Söylemez, Aydin – Malaysian Online Journal of Educational Technology, 2021
This research investigates the prediction of delaying gratification on game addiction among primary school students who attend the 3rd and 4th-grade. This study, in which the delay of gratification behaviour correlated with game addiction among children, was carried out using a descriptive survey model. The study sample consisted of 318 students…
Descriptors: Delay of Gratification, Computer Games, Addictive Behavior, Elementary School Students
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Sayi, Aysin Kaplan; Sahin, Filiz – Pegem Journal of Education and Instruction, 2021
Internet and games can have some adverse effects if used unconsciously. Especially for gifted students, internet and games can be risky and result in addiction due to their cognitive and social characteristics. Since the game and internet addiction conduce to social problems as well. In this vein, the purpose of the study is to examine the…
Descriptors: Academically Gifted, Internet, Computer Games, Addictive Behavior
Ramirez, Lizbeth; Walden, Emily; Hart, Shelley R. – Communique, 2018
Internet gaming has become an increasingly popular activity among youth. Internet gaming disorder (IGD) is currently included in the "DSM-5" as a condition for further study. This article discusses the rationale and implications for the proposed disorder's inclusion to the "DSM-5." While IGD is a proposed disorder, it shares…
Descriptors: Internet, Mental Disorders, Addictive Behavior, Clinical Diagnosis
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Tsai, Shu-Min; Wang, Yaw-Yih; Weng, Chih-Miao – Journal of Education and Learning, 2020
The study explored the relationships between digital games internet addiction, peer relationships, and learning attitudes through questionnaire survey in senior grade of elementary school children in elementary school in Chiayi County. Taking 735 students as the research object, SPSS 22.0 as a quantity research analysis instrument was applied to…
Descriptors: Computer Games, Internet, Addictive Behavior, Peer Relationship
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