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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
Suleiman Alnaimi; Feras Ali Mohammad Al-Habies; Mohammad Mahmoud Baniyounes; Ashraf Faris Alqudah; Alia Al nuaimat – Educational Process: International Journal, 2025
Background/purpose. The current research explores the interrelation between electronic game addiction, emotional eating, and eating disorder symptoms among Jordanian adolescents. A quantitative, correlational survey design was used to investigate these associations in an educational context. Materials/methods. The Game Addiction Scale for…
Descriptors: Video Games, Addictive Behavior, Eating Habits, Eating Disorders
M. Engin Deniz; Hacer Yildirim Kurtulus; Yagmur Kaya – Psychology in the Schools, 2024
The presence of communication within the family can be considered as a protective factor in preventing the development of mental health problems in school by acting as a buffer against mental health problems in adolescents. Thus, this study, which was designed to reveal the potential mechanisms between family communication and bi-dimensional…
Descriptors: Foreign Countries, Family Relationship, Mental Health, Adolescents
Turan, Serhat; Öcal, Tuncay; Cengiz, Ömer – Education Quarterly Reviews, 2022
The aim of the research is to investigate the digital game addiction and social anxiety levels of adolescents who play sports recreationally. 226 adolescents (69 girls, 157 boys) who do sports recreationally participated in the research. In the research, the personal information form prepared by the researcher and the short form of the digital…
Descriptors: Video Games, Addictive Behavior, Anxiety, Adolescents
Fatma Gizem Karaoglan Yilmaz; Ramazan Yilmaz; Sema Sulak – Technology, Knowledge and Learning, 2024
Due to the distance education implemented with the COVID-19 pandemic, online synchronous education activities have started to be carried out using tools such as Zoom. In this process, students have experienced various problems and one of them is related to cyberloafing behaviors (CLB). The main purpose of this study was to examine the factors…
Descriptors: COVID-19, Pandemics, Online Courses, Educational Technology
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
Sara Madeleine Kristensen; Magnus Jørgensen; Ellen Haug – Education and Information Technologies, 2024
Although research has investigated the association between pathological gaming and academic performance in adolescence, the complexity of the relationship has not been thoroughly examined. This short longitudinal study aimed to investigate the interactions between pathological gaming, academic self-efficacy, academic initiative, and academic…
Descriptors: Foreign Countries, Sex, Gender Differences, Longitudinal Studies
Turan, Mehmet Emin – International Journal of Progressive Education, 2021
In this study, it was examined whether empathy is related to video game addiction and whether psychological resilience and life satisfaction mediate this relationship. The sample comprised 324 Turkish adolescents (aged between 11 and 15, mean of age was 13.01), who completed measures of empathy, psychological resilience, life satisfaction, and…
Descriptors: Empathy, Video Games, Addictive Behavior, Adolescents
Yildirim, Emre; Zeren, Serife Gonca – Psycho-Educational Research Reviews, 2021
Even though video games are generally appealing to adolescents, sometimes this can be an issue. In this study, the correlation between video game addiction of adolescents and gender, game genres, types of schools attended to and grade levels, basic psychological needs, and the social support perceived are researched. In this study, conducted in…
Descriptors: Foreign Countries, Video Games, Addictive Behavior, High School Students
Ciris, Vahit; Baskonus, Turan; Kartal, Tezcan; Tasdemir, Adem – Journal of Education in Science, Environment and Health, 2022
The concept of digital game addiction has become an important issue that needs to be studied, depending on the increase in the time spent on the internet today, where technology and internet usage times are increasing rapidly. In this context, this study aimed to understand the antecedents of high school students' online game addiction risks. The…
Descriptors: Adolescents, Addictive Behavior, High School Students, COVID-19
Keskin, Burcak; Güvendi, Burcu; Karakoc, Bilal; Kaya, Selman; Cetin, Onat – Education Quarterly Reviews, 2021
This study aims to determine the relationship between the digital game addiction levels of secondary and high school students and their motivation for participation in physical activity during the pandemic process. The study participants include a total of 322 students, 227 males, and 95 females, aged between 11 and 18. The game addiction scale…
Descriptors: Video Games, Addictive Behavior, Secondary School Students, Student Motivation
Umar, Çigdem Nilüfer – Educational Policy Analysis and Strategic Research, 2023
The purpose of this research is to explain the effects of the qualitative results obtained from the data which is gathered from the interviews with gifted students and their parents regarding the screen use of gifted students between the ages of 12-18 on the potential screen addictions of gifted students. This study is mixed methods research. The…
Descriptors: Gifted, Academically Gifted, Parents, Pandemics
Turel, Yalin Kiliç; Dokumaci, Özlem – Participatory Educational Research, 2022
In today's learning society, use of media and technology affects students in all educational levels. There are a number of studies conducted among university students in this context. However, adolescents, who are sensitively exposed to the negative effects of the excessive use of media and technology, have been neglected. The aim of this study is…
Descriptors: Academic Achievement, Adolescents, Middle School Students, High School Students
Tingaz, Emre Ozan; Altun, Meryem; Vural, Seyda Nur – Journal on Educational Psychology, 2019
The objective of the present study was to examine computer game addiction and attention in Turkish secondary school students. Four hundred twenty six (n=426) secondary school students aged 11 to 14 (M=12.44 years, SD=1.08), age participated voluntarily. A total of four schools, two are in a village (45.5%, n=211) and two are in a center (50.4%,…
Descriptors: Computer Games, Addictive Behavior, Attention, Foreign Countries
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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