Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 0 |
Since 2006 (last 20 years) | 3 |
Descriptor
Adolescents | 3 |
Models | 3 |
Video Games | 3 |
Foreign Countries | 2 |
Males | 2 |
Predictor Variables | 2 |
Ability Grouping | 1 |
Academic Ability | 1 |
Adjustment (to Environment) | 1 |
Aggression | 1 |
Arousal Patterns | 1 |
More ▼ |
Author
Bijvank, Marije Nije | 1 |
Bushman, Brad J. | 1 |
Haagsma, Maria C. | 1 |
Hakkinen, Jukka | 1 |
Kaistinen, Jyrki | 1 |
King, Daniel L. | 1 |
Konijn, Elly A. | 1 |
Nyman, Gote | 1 |
Peters, Oscar | 1 |
Pieterse, Marcel E. | 1 |
Takatalo, Jari | 1 |
More ▼ |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Higher Education | 1 |
Postsecondary Education | 1 |
Audience
Location
Netherlands | 2 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Haagsma, Maria C.; King, Daniel L.; Pieterse, Marcel E.; Peters, Oscar – International Journal of Mental Health and Addiction, 2013
Although excessive video gaming has been linked to a range of psychological problems in young people, there have been few systematic attempts to conceptualize problem gaming using established psychological theory. The aim of this study was to examine problematic game use (PGU) using the Theory of Planned Behavior (TPB). A two-wave, six-month…
Descriptors: Adolescents, Vocational Schools, Foreign Countries, Statistical Data
Bijvank, Marije Nije; Konijn, Elly A.; Bushman, Brad J. – Journal of Adolescence, 2012
This research focuses on low educational ability as a risk factor for aggression and violent game play. We propose that boys of lower educational ability are more attracted to violent video games than other boys are, and that they are also higher in trait aggressiveness and sensation seeking. Participants were Dutch boys in public schools (N =…
Descriptors: Video Games, Standardized Tests, At Risk Persons, Ability Grouping
Takatalo, Jari; Hakkinen, Jukka; Kaistinen, Jyrki; Nyman, Gote – Simulation & Gaming, 2011
Playing entertainment computer, video, and portable games, namely, digital games, is receiving more and more attention in academic research. Games are studied in different situations with numerous methods, but little is known about if and how the playing situation affects the user experience (UX) in games. In addition, it is hard to understand and…
Descriptors: Video Games, Measurement Techniques, Laboratories, Males