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Showing 31 to 45 of 118 results Save | Export
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Ceren Çalhan; Idris Göksu – Education and Information Technologies, 2024
This study aims to determine whether parents' media mediation roles are related to their early childhood children's digital game addiction tendencies. In addition, it examines whether these variables are related to the child's and parent's digital device usage habits and whether they differ according to various sociodemographic variables and…
Descriptors: Parent Role, Parent Child Relationship, Video Games, Addictive Behavior
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Julie A. Wojtaszek; Karen K. Saules – Journal of American College Health, 2024
Objective: This study aimed to understand COVID-19 pandemic impacts on anxiety, depression, and addictive/excessive behaviors, with exploration of intolerance of uncertainty (IU) and social connectedness as potential moderators. Participants: Adult college students participated. Method: Our online survey assessed symptoms and behaviors prior to…
Descriptors: Psychological Patterns, Interpersonal Relationship, Addictive Behavior, Mental Health
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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
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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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Mustafa Koc; Mehmet Sinan Bugday – International Society for Technology, Education, and Science, 2023
With the development of technology, people's gaming tools and practices have also changed. While games are an activity that people need to have fun, they are also important for their cognitive and affective development. Today, digital games have largely replaced traditional games and become popular among children and young people. This situation…
Descriptors: Video Games, Addictive Behavior, Public Health, Health Behavior
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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
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David Firth; Tyler Johnson; Shawn F. Clouse; Patricia Akello – Information Systems Education Journal, 2025
As smartphone ownership has steadily increased there has been a rise in individuals that display Problematic Smartphone Use (PSU). Through a comprehensive literature review of PSU it quickly became evident that research into PSU intervention strategies such as Cognitive Behavior Therapy (CBT) and Digital Detox are focused on "collectivist…
Descriptors: Computer Science Education, Social Media, Computer Software, Collectivism
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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
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Mustafa Koc; Fatma Okumus – International Society for Technology, Education, and Science, 2024
It is an undeniable fact that technology shapes many areas of people's lives such as education, transportation and entertainment. The concept of the game is an educational and entertaining activity that has taken an important place in individuals' lives since the beginning of human history. With the development and spread of technology,…
Descriptors: High School Students, Student Surveys, Video Games, Addictive Behavior
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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
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Yayman, Ebru; Bilgin, Okan – International Journal of Evaluation and Research in Education, 2020
This study examined the relationship between social media addiction, game addiction and family functions in adolescents. Respondent of this study is 762 students studying at four different high schools of the province of Istanbul. In the study, Pearson Moment Correlation Coefficient was found to determine the level of relationships between social…
Descriptors: Social Media, Addictive Behavior, Video Games, Family Relationship
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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
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Johan, Zaimy Johana; Hafit, Nor Intan Adha; Tusyanah, Tusyanah – Asian Journal of University Education, 2021
Technology addiction has become an alarming disorder that has increasingly caught the attention of researchers, mental health counsellors and doctors. Unfortunately, those who are having the disorder do not realize that they are going through the phase of pleasurable, addictive experience of appealing themselves by long hours of social networking,…
Descriptors: Addictive Behavior, Foreign Countries, Undergraduate Students, Predictor Variables
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Gómez-Galán, José; Lázaro-Pérez, Cristina; Martínez-López, José Ángel – Journal of New Approaches in Educational Research, 2021
The use of video games has increased significantly in the last decade. The young population has always been more inclined to use them. However, the risks of addiction to them are growing with the access to the Internet and new digital devices, the lower cost of them, and the lack of parental control. On the other hand, a weird circumstance as the…
Descriptors: Video Games, Addictive Behavior, College Students, COVID-19
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Akçay, Arif; Coskun, Burcu Karabulut – Journal of Learning and Teaching in Digital Age, 2023
Background: Individuals need to be conscious and aware not to experience the negative effects of digital games and identify the difference between dijital games and digital educational games. The use of digital educational games has four sub-dimensions. These are the "affective approach", the "perceived usefulness,"…
Descriptors: Preservice Teachers, Video Games, Computer Use, Addictive Behavior
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