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Sublette, Victoria Anne; Mullan, Barbara – International Journal of Mental Health and Addiction, 2012
Massively Multiplayer Online Games (MMOGs) have received considerable attention in news headlines describing gamers who have died while engaging in excessive play. However, more common physical and psychosocial effects attributed to online video gaming are social isolation, increased aggression, and negative academic and occupational consequences.…
Descriptors: Evidence, Video Technology, Play, Social Isolation
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Turner, Nigel E.; Paglia-Boak, Angela; Ballon, Bruce; Cheung, Joyce T. W.; Adlaf, Edward M.; Henderson, Joanna; Chan, Vincy; Rehm, Jurgen; Hamilton, Hayley; Mann, Robert E. – International Journal of Mental Health and Addiction, 2012
Video game playing has become a very popular activity among adolescents. Its impact on the mental health and well-being of players is just beginning to be explored. This paper reports on the prevalence of problematic gaming in a representative sample of 2,832 Ontario students in grades 7 to 12. The survey included questions about the school grade,…
Descriptors: Adolescents, Foreign Countries, Incidence, Video Games
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Hertlein, Katherine M.; Hawkins, Blendine P. – Qualitative Report, 2012
Although the challenges around participation in online gaming grow, gamers and their partners who experience online relationship issues related to gaming, present a new set of treatment challenges for therapists. In this article, we report on the findings of a hermeneutic research study aimed at evaluating the scholarly literature related to…
Descriptors: Marriage Counseling, Video Games, Literature Reviews, Journal Articles
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Chiu, Eddie Yu-Wai; Woo, Kent – International Journal of Mental Health and Addiction, 2012
This preliminary study examined the characteristics and risk factors of problem gambling among Chinese American adolescents. A total of 192 Chinese American students (aged 13-19) from 9th to 12th grades were recruited from three high schools in San Francisco, California. Students were administered the South Oaks Gambling Screen Revised for…
Descriptors: Evidence, Risk, Addictive Behavior, Adolescents
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Noroozi, Omid, Ed.; Sahin, Ismail, Ed. – International Society for Technology, Education, and Science, 2022
The aim of the International Society for Technology, Education, and Science (iHSES) conference is to offer opportunities to share ideas, discuss theoretical and practical issues, and connect with the leaders in the fields of "humanities," "education" and "social sciences." It is organized for: (1) faculty members in…
Descriptors: Flipped Classroom, Student Diversity, Student Experience, College Students
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Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2010
The paper outlines the advantages, disadvantages, and other implications of using the Internet to collect data from gaming addicts. Drawing from experience of numerous addiction studies carried out online by the author, and by reviewing the methodological literature examining online data collection among both gambling addicts and video game…
Descriptors: Video Games, Participant Observation, Research Methodology, Data Collection
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Hunter-Johnson, Yvonne, Ed.; Cherrstrom, Catherine, Ed.; McGinty, Jacqueline, Ed.; Rhodes, Christy, Ed. – American Association for Adult and Continuing Education, 2021
The American Association for Adult and Continuing Education (AAACE) was founded in 1982 as the result of a merger between the National Association for Public and Continuing Adult Education (NAPCAE) and the Adult Education Association (AEA). This prestigious association is dedicated to the belief that lifelong learning contributes to human…
Descriptors: Conferences (Gatherings), Adult Education, Continuing Education, Lifelong Learning
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King, Daniel; Delfabbro, Paul; Griffiths, Mark – International Journal of Mental Health and Addiction, 2009
Video game playing has received increased academic interest over the last few decades, particularly with regard to the psychological understanding of addiction. Based on the many studies carried out by the authors, this paper summarises some of the methodological challenges which may arise when studying video game players, including obstacles…
Descriptors: Video Games, Addictive Behavior, Psychological Studies, Research Problems
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Griffiths, Mark – Educational Psychology in Practice, 2010
Based on a significant increase in correspondence to the author from parents, teachers and psychologists concerning "addiction" to online video games like "World of Warcraft", this paper provides a brief overview of the main issues surrounding excessive video game playing among adolescents. As an aid to educational psychologists, and based on two…
Descriptors: Video Games, Educational Psychology, Psychologists, Online Systems
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Khoo, Angeline – Asia Pacific Journal of Education, 2012
The growing interest in video gaming is matched by a corresponding increase in concerns about the harmful effects on children and adolescents. There are numerous studies on aggression and addiction which spark debates on the negative effects of video gaming. At the same time, there are also studies demonstrating prosocial effects. This paper…
Descriptors: Addictive Behavior, Play, Moral Issues, Ethical Instruction
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Pracana, Clara, Ed.; Wang, Michael, Ed. – Online Submission, 2021
This book contains a compilation of papers presented at the International Psychological Applications Conference and Trends (InPACT) 2021, organized by the World Institute for Advanced Research and Science (W.I.A.R.S.), that this year has been converted into a fully Virtual Conference as a result of the ongoing Coronavirus (COVID 19) pandemic.…
Descriptors: Educational Psychology, Clinical Psychology, Social Psychology, Cognitive Psychology
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Hussain, Zaheer; Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2009
Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovations in the area of online computer gaming. This pilot study set out to examine the psychological and social effects of online gaming using an online questionnaire with particular reference to excessive and "dependent" online gaming. A self-selecting…
Descriptors: Youth Programs, Substance Abuse, Games, Measures (Individuals)
Glenn, Lane A.; Van Wert, Suzanne – New England Journal of Higher Education, 2010
A few years ago, Mathew McConaughey and Sarah Jessica Parker generated big laughs and big box office sales in "Failure to Launch," an absurd comedy about a 26-year old man still living in his parents' basement, spending his days watching television and playing video games while the world passed him by. The film was closer to the truth…
Descriptors: Females, Gender Differences, Males, Higher Education
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Kommers, Piet, Ed.; Issa, Tomayess, Ed.; Isaias, Pedro, Ed.; Hol, Ana, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers and posters of the 5th International Conference on Educational Technologies 2017 (ICEduTech 2017), which has been organised by the International Association for Development of the Information Society and co-organised by the Western Sydney University, held in Sydney, Australia, 11-13 December 2017. ICEduTech is…
Descriptors: Conference Papers, Educational Technology, Technology Uses in Education, Bibliometrics
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