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Rebekah Reysen; Richard Balkin; Amanda Winburn – College Teaching, 2024
The purpose of this study was to explore the relationship between academic entitlement, gaming, addiction, and life balance. College students (n = 230) on academic probation (cumulative GPA < 2.0) enrolled at a large, public southern university participated in the study. We were able to successfully predict entitlement using life balance…
Descriptors: Expectation, Games, Addictive Behavior, College Students
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
Kalkan, Bilal; Bhat, Christine Suniti – International Journal of Contemporary Educational Research, 2020
Young adults on college campuses have easy access to information and communications technology (ICT) which they use extensively for study, work, and leisure. The purpose of this study was to investigate the prevalence and extent of problematic Internet use, online gaming behavior, and online gambling behavior (together referred to as dysfunctional…
Descriptors: Internet, Games, Risk, Depression (Psychology)
Obedzinski, Kaitlyn; Edgerton, Jason D.; Roberts, Lance W. – College Student Journal, 2019
This study investigates some of the motivational and behavioral correlates of problem gambling behaviours in a Canadian university sample of emerging adults. This transitional developmental stage presents many new opportunities and challenges that may strain emerging adults' coping capacities, and is typically characterized by heightened tolerance…
Descriptors: Addictive Behavior, Games, Probability, Risk
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
Manning, Victoria; Gomez, Brenda; Guo, Song; Low, Yee Deng; Koh, Puay Kee; Wong, Kim Eng – International Journal of Mental Health and Addiction, 2012
The study set out to examine Quality of Life (QoL), specifically subjective well being in three different addiction populations (260 alcohol-dependent, 282 drug-dependent, and 132 pathological gambling outpatients) at their first visit to treatment, using the Personal Well being Index (PWI). The mean PWI score for all patients was significantly…
Descriptors: Substance Abuse, Well Being, Questionnaires, Severity (of Disability)
Hsu, Shang Hwa; Wen, Ming-Hui; Wu, Muh-Cherng – Computers & Education, 2009
The overuse of Massively Multiplayer Online Role Playing Games (MMORPGs) is becoming a significant problem worldwide, especially among college students. Similar to Internet addiction, the pathological use of MMORPG is a kind of modern addiction that can affect students' lives on both a physical and a psychological level. The purpose of this study…
Descriptors: Personality Traits, College Students, Games, Role Playing

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