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Derya Atabey – Southeast Asia Early Childhood, 2024
This research sets out to examine digital games containing sexuality and sympathetic violence. The study group of the research consists of 5 digital games; 3 digital games with sexuality and 2 digital games with sympathetic violence. A checklist developed by the researcher is used as a data collection tool in the study. The research has been…
Descriptors: Video Games, Sexuality, Violence, Child Development
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
Winskell, K.; Sabben, G.; Akelo, V.; Ondeng'e, K.; Odero, I.; Mudhune, V. – Health Education Research, 2020
Electronic games delivered via smartphones have the potential to become valuable tools in HIV prevention in high-prevalence and low-resource international settings. To ground theoretical elaboration around novel mHealth interventions in contextual realities, it is important to understand the mechanisms of their effects as perceived by local…
Descriptors: Foreign Countries, Telecommunications, Handheld Devices, Educational Technology
Sussman, Steve; Unger, Jennifer B.; Begay, Cynthia; Moerner, Lou; Soto, Claradina – Journal of Drug Education, 2021
The present study investigated the prevalence and co-occurrence of addictions to tobacco, alcohol, other drugs, food/eating, the internet, texting, video games, shopping, love, sex, exercise, work, and gambling among American Indian (AI) youth in California. As with previous work in other cultural groups, the most prevalent addictions were love,…
Descriptors: American Indians, Adolescents, Addictive Behavior, Incidence
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
Busch, Vincent; Loyen, Anne; Lodder, Mandy; Schrijvers, Augustinus J. P.; van Yperen, Tom A.; de Leeuw, Johannes R. J. – Review of Educational Research, 2014
Schools are increasingly involved in efforts to promote health and healthy behavior among their adolescent students, but are healthier students better learners? This synthesis of the empirical, longitudinal literature investigated the effects of the most predominant health-related behaviors--namely, alcohol and marijuana use, smoking, nutrition,…
Descriptors: Adolescents, Health Behavior, Academic Achievement, Drinking
Miller, Ann Neville; Nalugya, Evangeline; Gabolya, Charles; Lagot, Sarah; Mulwanya, Richard; Kiva, Joseph; Nabasaaka, Grace; Chibita, Monica – Sex Education: Sexuality, Society and Learning, 2016
Although mounting evidence in Western nations indicates that entertainment media influence young people's sexual socialisation, virtually no research has addressed the topic in sub-Saharan Africa. The present study employed 14 focus groups of Ugandan high school students to identify media through which they were exposed to sexual content, how they…
Descriptors: Foreign Countries, Adolescents, Popular Culture, Leisure Time
Bouris, Alida; Mancino, Jenny; Jagoda, Patrick; Hill, Brandon J.; Gilliam, Melissa – Sex Education: Sexuality, Society and Learning, 2016
This paper presents findings from a focus group study conducted to evaluate "The Source," an alternate reality game (ARG). ARGs are a relatively new genre of interactive digital games that use a variety of media to engage game players. We developed modules on sexual health, sexual orientation, and homophobia in a game that was delivered…
Descriptors: Adolescents, Sexuality, Sex Education, Simulated Environment
Dittrick, Crystal J.; Beran, Tanya N.; Mishna, Faye; Hetherington, Ross; Shariff, Shaheen – Journal of School Violence, 2013
The study examined whether children who bully others are likely to prefer playing video games that are rated high in maturity and violence. A stratified random sample of Canadian children ages 10 to 17 years from the provinces of Canada was obtained. Parents (n = 397) and their children (n = 492) completed an online survey of children's bullying…
Descriptors: Foreign Countries, Bullying, Peer Relationship, Video Games
Coleman, Casey; Wileyto, E. Paul; Lenhart, Clare M.; Patterson, Freda – American Journal of Health Education, 2014
Background: Chronic disease risk factors tend to cooccur. Purpose: This study examined the cooccurrence of 8 negative health behaviors in a representative sample of urban adolescents to inform educational interventions. Methods: The prevalence, cooccurrence, and clustering of suicide attempt, lifetime history of sexual activity, tobacco use, cell…
Descriptors: Chronic Illness, Risk, Health Behavior, Urban Areas
Northup, Temple – Journal of Applied Research on Children, 2013
Objectives: The primary purpose of this research is to understand the media's impact on individual attitudes and behaviors related to aggression, sexuality, and body image. This research is of particular importance because it uses up-to-date data reflecting effects based on the current media environment. Additionally, it includes a racially…
Descriptors: Mass Media Effects, Student Attitudes, Student Behavior, Aggression
Agarwal, Vivek; Dhanasekaran, Saranya – Journal of Indian Association for Child and Adolescent Mental Health, 2012
Children and adolescents spent a considerable portion of their time watching television, movies, playing videogames and on the internet. Media has proved to be a very useful tool in the fields of education, arts, science, sports, and culture. Over the past few decades, there has been a surge in the use of media by the younger generations and…
Descriptors: Adolescents, Mass Media Effects, Television Viewing, Child Health
Padilla-Walker, Laura M.; Nelson, Larry J.; Carroll, Jason S.; Jensen, Alexander C. – Journal of Youth and Adolescence, 2010
The purpose of this study was to gain a clearer understanding of the pattern of video game and internet use among college students and to examine how electronic leisure was related to risk behaviors (i.e., drinking, drug use, sex), perceptions of the self (i.e., self worth and social acceptance), and relationships with others (i.e., relationship…
Descriptors: Undergraduate Students, Video Games, Females, Drug Use
Fischer, Peter; Greitemeyer, Tobias; Kastenmuller, Andreas; Vogrincic, Claudia; Sauer, Anne – Psychological Bulletin, 2011
In recent years, there has been a surge in the quantity of media content that glorifies risk-taking behavior, such as risky driving, extreme sports, or binge drinking. The authors conducted a meta-analysis involving more than 80,000 participants and 105 independent effect sizes to examine whether exposure to such media depictions increased their…
Descriptors: Music, Video Games, Research Methodology, Drinking
Kutner, Lawrence A.; Olson, Cheryl K.; Warner, Dorothy E.; Hertzog, Sarah M. – Journal of Adolescent Research, 2008
Public policy efforts to restrict children's access to electronic games with violent or sexual content are often predicated on assumptions about parental concerns. As an initial step in determining whether those assumptions are accurate, the authors conduct focus groups of 21 adolescent boys and 21 of their parents or guardians to explore parents'…
Descriptors: Video Games, Public Policy, Parent Attitudes, Violence
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