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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
Danielle M. Olson; Tyler Musgrave; Divya Gumudavelly; Chárdee A. Galán; Sarita Schoenebeck; D. Fox Harrell; Riana E. Anderson – Journal of Youth Development, 2023
Police brutality--including the incidents that mobilized collective outrage and action across the world during the summer of 2020--has negatively impacted the psychological health of Black youth for generations. Police harassment is a persistent form of racial discrimination that Black youth frequently navigate (Brunson, 2007), and particularly as…
Descriptors: Police, Violence, Mental Health, Computer Simulation
Sagkal, Ali Serdar; Özdemir, Yalçin; Ak, Serife – International Journal of School & Educational Psychology, 2022
The present research aimed to examine the serial multiple mediation role of deviant peer affiliation and victimization in the link between violent video game playing and bullying in a low-income neighborhood. A sample of 378 early adolescents between 12 and 14 years of age (M = 13.24, SD = 0.65) was recruited from three public middle schools in a…
Descriptors: Violence, Video Games, Bullying, Low Income Groups
Donmez, Ismail; Tekce, Murat; Kirmit, Serihan – Journal of Education in Science, Environment and Health, 2020
The purpose of this research is to examine the contents of the representations that students used while producing digital games in the scope of STEM education. The descriptive survey model among the other quantitative research methods has been used. Within the scope of this purpose, 300 games from the competition arranged throughout Turkey with…
Descriptors: Computer Games, Video Games, STEM Education, Design
Hazar, Kürsat; Hazar, Zekihan – Asian Journal of Education and Training, 2019
The purpose of this research is to investigate the relationship between digital game addiction and fair play-sportsmanship behavior exhibited in physical education and sports lesson and to reveal the relationship between these two concepts. The research was designed according to the quantitative research model and correlational scanning method was…
Descriptors: Secondary School Students, Computer Games, Video Games, Addictive Behavior
Teng, Zhaojun; Nie, Qian; Guo, Cheng; Zhang, Qian; Liu, Yanling; Bushman, Brad J. – Developmental Psychology, 2019
Although adolescents around the world play video games, little is known about their longitudinal effects on adolescents from Eastern countries. This large longitudinal violent video game study has 4 strengths. First, it is the first longitudinal study conducted with Chinese adolescents. Second, it examines moral disengagement as a possible…
Descriptors: Foreign Countries, Adolescents, Video Games, Violence
Gilliam, Melissa; Jagoda, Patrick; Jaworski, Erin; Hebert, Luciana E.; Lyman, Phoebe; Wilson, M. Claire – Sex Education: Sexuality, Society and Learning, 2016
This paper describes the development and evaluation of an interactive, narrative-based, multimedia game to promote learning and communication about sexual violence and health topics. High school-aged participants created the game concept in a three-week workshop, after which assets were assembled and refined by a university-based game design lab.…
Descriptors: Sexuality, Violence, Video Games, Teaching Methods
You, Sukkyung; Kim, Euikyung; No, Unkyung – School Psychology International, 2015
Recently, research studies and media have reported on the detrimental effects violent video games have on the social behaviors of adolescents. For example, previous studies have found that playing video games is positively associated with aggressive behaviors and negatively associated with prosocial behaviors. However, very few studies have…
Descriptors: Violence, Video Games, Social Behavior, Self Control
Bajovic, Mirjana – Educational Media International, 2013
In this study of 109 adolescents from the eighth grade of seven public elementary schools in Canada, the relationship between adolescents' violent video game playing patterns, habits and attitudes, and their levels of moral reasoning was investigated. The results suggested that playing violent video games in general was a very popular activity…
Descriptors: Violence, Video Games, Moral Values, Moral Development
Patterson, Jennifer – Research-publishing.net, 2013
This chapter examines a specific aspect of digital media use, namely the viewing of violent content amongst a male adolescent cohort aged 15-17 years. It is a qualitative study that examines the online practices of fourteen male adolescents, with particular emphasis placed on their understanding of violence. The participants offer the researcher…
Descriptors: Violence, Masculinity, Video Games, Content Analysis
Van Mierlo, Jan; Van den Bulck, Jan – Journal of Adolescence, 2004
This study found significant relationships between first- and second-order cultivation measures and TV viewing, but found a relationship with video game play for only two variables in a sample of 322 Flemish 3rd and 6th year secondary school children. This suggests that the absence of a relationship with video game play is not the result of the…
Descriptors: Television Viewing, Video Games, Play, Correlation