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Turan, Mehmet Emin – International Journal of Progressive Education, 2021
In this study, it was examined whether empathy is related to video game addiction and whether psychological resilience and life satisfaction mediate this relationship. The sample comprised 324 Turkish adolescents (aged between 11 and 15, mean of age was 13.01), who completed measures of empathy, psychological resilience, life satisfaction, and…
Descriptors: Empathy, Video Games, Addictive Behavior, Adolescents
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Fitzpatrick, Caroline; Boers, Elroy – Health Education & Behavior, 2022
Youth today spend a tremendous amount of time with digital media. The purpose of the present study was to estimate developmental associations between screen media use between the ages of 15 and 17 and corresponding changes in prosocial behavior. Participants (N = 1,509) were part of the Quebec Longitudinal Study of Child Development, a…
Descriptors: Foreign Countries, Adolescents, Mass Media Use, Prosocial Behavior
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Turel, Yalin Kiliç; Dokumaci, Özlem – Participatory Educational Research, 2022
In today's learning society, use of media and technology affects students in all educational levels. There are a number of studies conducted among university students in this context. However, adolescents, who are sensitively exposed to the negative effects of the excessive use of media and technology, have been neglected. The aim of this study is…
Descriptors: Academic Achievement, Adolescents, Middle School Students, High School Students
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Tingaz, Emre Ozan; Altun, Meryem; Vural, Seyda Nur – Journal on Educational Psychology, 2019
The objective of the present study was to examine computer game addiction and attention in Turkish secondary school students. Four hundred twenty six (n=426) secondary school students aged 11 to 14 (M=12.44 years, SD=1.08), age participated voluntarily. A total of four schools, two are in a village (45.5%, n=211) and two are in a center (50.4%,…
Descriptors: Computer Games, Addictive Behavior, Attention, Foreign Countries
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Gómez-Gonzalvo, Fernando; Devís-Devís, José; Molina-Alventosa, Pere – Comunicar: Media Education Research Journal, 2020
Video game usage among young people has generated great concern due to its possible negative effects on their health, socialization and academic performance. Regarding this last aspect, there are studies that point out that video games have negative consequences for academic performance while others emphasize their positive effects. Therefore, the…
Descriptors: Video Games, Adolescents, Academic Achievement, Time
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Corbett, Blythe A.; Blain, Scott D.; Edmiston, E. Kale – Journal of Intellectual & Developmental Disability, 2018
Background: Autism Spectrum Disorder (ASD) is characterised by altered social patterns, often associated with increased stress. While puberty is associated with increased stress, there is limited research on stress response to social interaction in adolescents with ASD. The study investigated stress response to semi-structured, videogame-based…
Descriptors: Autism, Pervasive Developmental Disorders, Video Games, Adolescents
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Malik, Amjad; Chohan, Bushra – BU Journal of Graduate Studies in Education, 2020
The authors conducted the research in partnership with two schools in Rawalpindi, Pakistan, in response to concerns over the effects of non-educational video gaming and texting on students' school experiences. Educational professionals wanted to refer to research findings when they advised parents to monitor their children's video gaming and…
Descriptors: Foreign Countries, Grade 9, High School Students, Adolescents
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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
Terry, Marion; Malik, Amjad; Chohan, Bushra – Online Submission, 2020
In an attempt to investigate concerns expressed by high school counselors, the researchers developed a quantitative Likert-scale questionnaire to assess the relationships among school experiences and video gaming and texting. Questions about video gaming and texting appeared with other questions about social relations, extra-curricular activities,…
Descriptors: Foreign Countries, Grade 9, High School Students, Adolescents
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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
Terry, Marion; Malik, Amjad – Online Submission, 2020
In response to concerns expressed by high school counselors, the researchers developed a quantitative Likert-scale survey to examine the relationships between academic performance (defined as school attendance and final grades) and recreational video gaming and texting. Questions about video gaming and texting were included with other questions…
Descriptors: Foreign Countries, High Schools, Rural Schools, High School Students
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Santos, Luis; Reeve, Richard – International Journal of E-Learning & Distance Education, 2020
This literature review was undertaken in 2019 with the goal of examining the health effects of screen time exposure on school-aged youth. With the COVID-19 outbreak in early 2020, and the subsequent requirement for many students to learn online, concerns about youth exposure to screens only became more pronounced. Now, more than ever, it is vital…
Descriptors: Adolescents, Well Being, Mental Health, Physical Health
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Ohannessian, Christine M.; Vannucci, Anna – Youth & Society, 2020
The primary purpose of this study was to identify subgroups of adolescents based on their reported use of technology. Secondary aims were to examine whether technology use typologies differ by gender and to explore whether technology use typologies are linked to psychological adjustment. The sample included 1,003 10th and 11th grade students from…
Descriptors: Emotional Adjustment, Gender Differences, Grade 10, Grade 11
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Lieury, Alain; Lorant, Sonia; Trosseille, Bruno; Champault, Françoise; Vourc'h, Ronan – Educational Psychology, 2016
Video games are a very common leisure activity among teenagers and the aim of this study is to analyse their relations with cognitive and school performances. This study is part of a broad survey, conducted on 27,000 French teenagers (14.5 years old) in middle school (9th grade). The survey contained both a questionnaire on leisure activities…
Descriptors: Video Games, Teaching Methods, Foreign Countries, Adolescents
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Werneck, André O.; Silva, Danilo R.; Agostinete, Ricardo R.; Fernandes, Rômulo A.; Ronque, Enio R. V.; Oyeyemi, Adewale L.; Cyrino, Edilson S. – Health Education & Behavior, 2018
Aim: To investigate the association of parental and adolescents' screen time with self-rated health and to examine the mediating effects of psychosocial factors (social relationships and distress) on this association. Method: A cross-sectional study was conducted among 984 Brazilian adolescents (10- to 17-year-olds). Self-rated health, screen time…
Descriptors: Foreign Countries, Correlation, Parents, Adolescents
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