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Devis-Devis, Jose; Peiro-Velert, Carmen; Beltran-Carrillo, Vicente J.; Tomas, Jose Manuel – Journal of Adolescence, 2009
This study examined screen media time usage (SMTU) and its association with personal and socioeconomic factors, as well as the effect of season and type of day, in a Spanish sample of 12-16 year-old school adolescents (N=323). The research design was a cross-sectional survey, in which an interviewer-administered recall questionnaire was used.…
Descriptors: State Schools, Research Design, Video Games, Structural Equation Models
Goodman, David; Bradley, Nori L.; Paras, Bradley, Williamson, Ian J.; Bizzochi, James – Journal of Adolescence, 2006
While the positive uses for video games in an educational setting have also been established, the educational aim is usually made explicit. The goal of this research was to develop a video game wherein the educational aspect was implicitly embedded in the video game, such that the gameing activity remained interesting and relevant. Following a…
Descriptors: Video Games, Educational Games, Team Sports, Athletes

Phillips, Carol A.; And Others – Journal of Adolescence, 1995
In an attempt to quantify the extent of home video game playing in a typical population of 11- to 16-year olds (n=816), it was found that 77.2% played video games. The most common pattern of play was daily, with most playing half an hour to an hour. A small population of players was identified whose behavior might be considered addictive. (JPS)
Descriptors: Early Adolescents, Questionnaires, Recreational Activities, Secondary Education