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Showing 91 to 105 of 119 results Save | Export
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Piotrowski, Chris – College Student Journal, 2015
This study attempts to identify the typological-research domain of the extant literature on video games related to college-age samples (18-29 years-of-age). A content analysis of 264 articles, from PsycINFO for these identifiers, was performed. Findings showed that negative or pathological aspects of video gaming, i.e., violence potential,…
Descriptors: Video Games, Late Adolescents, Young Adults, Violence
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Oggins, Jean; Sammis, Jeffrey – International Journal of Mental Health and Addiction, 2012
In this study, 438 players of the online video game, World of Warcraft, completed a survey about video game addiction and answered an open-ended question about behaviors they considered characteristic of video game addiction. Responses were coded and correlated with players' self-reports of being addicted to games and scores on a modified video…
Descriptors: Video Games, Feedback (Response), Correlation, Surveys
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Zorbaz, Selen Demirtas; Ulas, Ozlem; Kizildag, Seval – Educational Sciences: Theory and Practice, 2015
This study seeks to analyze whether or not the following three variables of "Discouraging Family Relations," "Supportive Family Relations," "Total Time Spent on the Computer," and "Grade Point Average (GPA)" predict elementary school students' video game addiction rates, and whether or not there exists a…
Descriptors: Addictive Behavior, Family Relationship, Elementary School Students, Grade Point Average
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Epstein, Joel; Noel, Jeffrey; Finnegan, Megan; Watkins, Kate – Journal of Child & Adolescent Substance Abuse, 2016
Researchers have developed many different computerized interventions designed to teach students about the dangers of substance use. Following in this tradition, we produced a series of video games called "Bacon Brains." However, unlike many other programs, ours focused on the "Science of Addiction," providing lessons on how…
Descriptors: Video Games, Teaching Methods, Addictive Behavior, Educational Technology
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Elliott, Luther; Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise – International Journal of Mental Health and Addiction, 2012
A nationally representative online survey (n = 3,380) was used to assess the contribution of patterns of video game play to problem video game play (PVGP) symptomatology. Game genre, enjoyment, consumer involvement, time spent gaming (gaming days in the past month and hours on days used), and demographic variables were all examined. The study…
Descriptors: Addictive Behavior, Video Games, Adults, Online Surveys
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Adachi, Paul J. C.; Willoughby, Teena – Journal of Youth and Adolescence, 2013
The majority of research on the link between video games and aggression has focused on the violent content in games. In contrast, recent experimental research suggests that it is video game competition, not violence, that has the greatest effect on aggression in the short-term. However, no researchers have examined the long-term relationship…
Descriptors: Competition, Addictive Behavior, Adolescents, Aggression
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Hinvest, Neal; Brosnan, Mark – Journal of Educational Computing Research, 2012
Information Communication Technology (ICT) is established within the education systems of most of the industrialized world, across the curriculum and across all ages. Learners, especially younger cohorts, are highly motivated to use ICT within their learning due to their familiarity with technology. However, before integrating any technology into…
Descriptors: Addictive Behavior, Computer Uses in Education, Video Games, Technology Integration
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Sim, Timothy; Gentile, Douglas A.; Bricolo, Francesco; Serpelloni, Giovanni; Gulamoydeen, Farah – International Journal of Mental Health and Addiction, 2012
Preliminary research studies suggest that some people who use computer, video games, and the Internet heavily develop dysfunctional symptoms, often referred to in the popular press as an "addiction." Although several studies have measured various facets of this issue, there has been no common framework within which to view these studies. This…
Descriptors: Addictive Behavior, Self Control, Internet, Video Games
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Gentile, Douglas A.; Berch, Olivia N.; Choo, Hyekyung; Khoo, Angeline; Walsh, David A. – Developmental Psychology, 2017
Mass media have numerous effects on children, ranging from influencing school performance to increased or reduced aggression. What we do not know, however, is how media availability in the bedroom moderates these effects. Although several researchers have suggested that bedroom media may influence outcomes by displacing other activities (the…
Descriptors: Mass Media Effects, Family Environment, Hypothesis Testing, Age Differences
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Karlsen, Faltin – International Journal of Mental Health and Addiction, 2011
While massively multiplayer online role-playing games like World of Warcraft are often accused of leading to excessive and harmful playing, the only gaming activity that is internationally recognized as a pathological disorder is excessive gambling. The present article seeks to establish empirical data on potential harmful online gaming through a…
Descriptors: Comparative Analysis, Role Playing, Internet, Video Games
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Braverman, Julia; LaBrie, Richard A.; Shaffer, Howard J. – Psychological Assessment, 2011
This article presents findings from the first taxometric study of actual gambling behavior to determine whether we can represent the characteristics of extreme gambling as qualitatively distinct (i.e., taxonic) or as a point along a dimension. We analyzed the bets made during a 24-month study period by the 4,595 most involved gamblers among a…
Descriptors: Internet, Public Policy, Classification, Team Sports
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King, Daniel L.; Delfabbro, Paul H.; Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2011
The research literature suggests that the structural characteristics of video games may play a considerable role in the initiation, development and maintenance of problematic video game playing. The present study investigated the role of structural characteristics in video game playing behaviour within a sample of 421 video game players aged…
Descriptors: Play, Video Games, Role, Addictive Behavior
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Lemmens, Jeroen S.; Valkenburg, Patti M.; Peter, Jochen – Journal of Youth and Adolescence, 2011
Studies have shown that pathological involvement with computer or video games is related to excessive gaming binges and aggressive behavior. Our aims for this study were to longitudinally examine if pathological gaming leads to increasingly excessive gaming habits, and how pathological gaming may cause an increase in physical aggression. For this…
Descriptors: Video Games, Aggression, Males, Addictive Behavior
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King, Daniel; Delfabbro, Paul; Griffiths, Mark – International Journal of Mental Health and Addiction, 2010
Excessive video game playing behaviour may be influenced by a variety of factors including the structural characteristics of video games. Structural characteristics refer to those features inherent within the video game itself that may facilitate initiation, development and maintenance of video game playing over time. Numerous structural…
Descriptors: Video Games, Classification, Addictive Behavior, Psychology
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King, Daniel Luke; Delfabbro, Paul H.; Zajac, Ian T. – International Journal of Mental Health and Addiction, 2011
Research has estimated that between 6 to 13% of individuals who play video games do so excessively. However, the methods and definitions used to identify "problem" video game players often vary considerably. This research presents preliminary validation data for a new measure of problematic video game play called the Problem Video Game…
Descriptors: Video Games, Test Validity, Addictive Behavior, Diagnostic Tests
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