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Miao Chao; Weiyi Sun; Jie Liu; Jiahui Ding; Ye Zhu – Journal of Computer Assisted Learning, 2025
Background: The use of social media among students has become debatable concern due to both positive and negative effects on academic performance. Yet, understanding of the diverse patterns of social media use and their influence on actual and perceived academic performance remains limited. Objectives: This study distinguishes between academic and…
Descriptors: Social Media, Performance, Influence of Technology, Predictor Variables
Ayla Hendekci; Ilknur Aydin Avci – Psychology in the Schools, 2025
This study aims to determine the extent of leisure participation, digital addiction, and phubbing tendencies among adolescents. This study was descriptive correlational study. The study was conducted with a sample of 410 adolescents in a province in Northern X. As the data collection tools, an Information Form, the Leisure Activity Participation…
Descriptors: Adolescents, Leisure Time, Addictive Behavior, Computer Use
Yuntian Xie; Ying Li; Taowen Yu; Yuxuan Liu – Education and Information Technologies, 2025
This study aimed to develop and validate the Metacognitions about Generative AI Use Scale (MGAUS) to assess college students' metacognitive beliefs about generative AI and to explore these metacognitions as predictors of generative AI addiction risk. A total of 1229 college students from China participated in the study, providing data through an…
Descriptors: Foreign Countries, College Students, Metacognition, Student Attitudes
Selami Karuç; Mehmet Mübarek Bora; Mehmet Veysi Bora – International Journal of Technology in Education, 2025
This study aimed to investigate the relationships among attitude towards sport, sport participation motivation, and digital game addiction in adolescents. Accordingly, a relational survey model was employed, and 324 adolescents aged 14-18 were selected using a cluster sampling method. The data collection instruments included the Motivation for…
Descriptors: Adolescents, Athletics, Participation, Addictive Behavior
Mustafa Enes Isikgöz; Turan Sezan; Abdullah Yüksel; Mustafa Öztunç – SAGE Open, 2025
Academic procrastination remains a common problem among university students, yet most research overlooks discipline-specific dynamics. The purpose of this study was to examine the structural relationships between social media addiction, academic self-efficacy, and academic procrastination among sports science students, with a particular focus on…
Descriptors: Foreign Countries, Addictive Behavior, Social Media, Student Behavior
Shaimaa Almutairi; Aisha Alazemi – Educational Process: International Journal, 2025
Background/purpose: This research aims to identify the relationship between digital intelligence and video game addiction among Middle school students, to identify gender differences in digital intelligence, and to reveal the digital intelligence skills that contribute most to predicting video game addiction. Materials/methods: The sample…
Descriptors: Foreign Countries, Secondary School Students, Grade 9, Grade 10
Hatice Yildiz Durak; Sinan Hopcan; Elif Polat; Gül Özüdogru; Nilüfer Atman Uslu – Technology, Knowledge and Learning, 2025
The aim of this study extends the structural models in the existing literature to understand the role of multiple screen addictions (MSA) in the process while considering the relationships between goal orientation, GPA, and autonomous learning as predictors of online engagement. This study used a relational screening model to explore relations…
Descriptors: Addictive Behavior, Computer Use, Goal Orientation, Grade Point Average
Sacide G. Mazman Akar; Murat Özer – Journal of Pedagogical Research, 2025
This study explores the influence of digital literacy, parental styles, and background variables on digital game addiction among elementary school students. Given the formative nature of early childhood and the significant role of parental influence, understanding these relationships is essential to promoting healthy digital habits. The sample…
Descriptors: Video Games, Computer Games, Addictive Behavior, Elementary School Students
Xin Fang; Bin Huang; Jundong Liao; Wenxiu Tian; Li Lei – Youth & Society, 2025
Problematic online game use (POGU) causes various negative effects on adolescent development. Thus, it is necessary to explore the influential factors and mechanisms of adolescent POGU. The present study examined the relationship between school belonging and adolescent POGU and its mechanisms. A sample of 958 secondary vocational school students…
Descriptors: Foreign Countries, Computer Games, Video Games, Adolescents
Seyma Türen; Pinar Bagçeli Kahraman – Education and Information Technologies, 2025
The increasing prevalence of digital technologies has notably expanded children's accessibility to a diverse range of digital tools day by day. Consequently, this evolution has significantly influenced the gaming landscape, propelling the surge in popularity of digital games among children. This change has also led to the need for changes in the…
Descriptors: Predictor Variables, Preschool Children, Video Games, Computer Games
Rianne Suelmann; Eric Blaauw – Journal of Intellectual & Developmental Disability, 2025
Background: Addiction medicine still largely neglects the topic of mild and borderline intellectual disabilities (MBID), although patients with MBID are considered a risk group for substance-related problems and offending behaviour. This study aimed to explore the cognitive and adaptive impairments of inpatients in forensic addiction mental health…
Descriptors: Substance Abuse, Mild Intellectual Disability, At Risk Persons, Mental Health

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