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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
Xie, Linghao; Wang, Zhidan; Yu, Zhou; Fong, Frankie T. K. – Early Child Development and Care, 2022
This study tested potential mediating effects of household screen media experience (HSME) on the relationship between SES and six aspects of preschooler's sociality: social cognition, independence, aggression, social adaptivity, peer relationship and emotional control. A total of 471 parents of 3- to 6-year-old children completed an online…
Descriptors: Preschool Children, Family Life, Mass Media Use, Television Viewing
Alamri, Manal – ProQuest LLC, 2018
This study is investigating the relationships between playing video games and aggressive behaviors, thoughts, and feelings. The participants are Male and female Saudi college students at Taibah University. The study conducted for two main purposes. Examining correlations between the amount of violence in video games played and aggressive…
Descriptors: Foreign Countries, College Students, Video Games, Aggression
Eskandari, Hossein; Vahdani Asadi, Mohammad Reza; Khodabandelou, Rouhollah – Educational Psychology in Practice, 2023
This correlational study investigates the relationship between mobile phone use among elementary school students in Iran during the COVID-19 epidemic, and its effect on emotional-behavioural functioning and academic and social competencies. A researcher-devised questionnaire, and the Achenbach Child Behaviour Checklist (CBCL)-parental version, was…
Descriptors: Foreign Countries, Elementary School Students, Handheld Devices, Psychological Patterns
Makarova, Elena Aleksandrovna; Makarova, Elena Lvovna – International Electronic Journal of Elementary Education, 2019
This article discusses the impact of online games on children's lives by violence imposing and manipulation. Online gaming features are highlighted and statistic data are presented based on surveys of Russian teenagers who have been victims of online violence. The research goals are to study reasons for cybervictimization and psychological factors…
Descriptors: Computer Games, Violence, Adolescents, Victims
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
Eden, Sigal; Eshet-Alkalai, Yoram – Journal of Educational Computing Research, 2014
Violence is a major element in many of the present-day's digital games. Despite the extensive research on this subject, the effect of violent digital games on the aggression level among children has not been satisfactorily clarified. The study examines the combined effect of collaborative/competitive game strategy and the presence or absence of…
Descriptors: Violence, Aggression, Early Adolescents, Video Games
Séguin, Daniel; Klimek, Victoria – Early Child Development and Care, 2016
This study explored the relationship between electronic media use, sleep and behaviour in preschool-aged children between the ages of three and five years. The primary hypothesis of this study was that excessive electronic media use (>2 hours a day) would positively correlate with sleep patterns (in particular, disturbances) and negative…
Descriptors: Child Behavior, Young Children, Sleep, Preschool Children
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
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
Gentile, Douglas A.; Berch, Olivia N.; Choo, Hyekyung; Khoo, Angeline; Walsh, David A. – Developmental Psychology, 2017
Mass media have numerous effects on children, ranging from influencing school performance to increased or reduced aggression. What we do not know, however, is how media availability in the bedroom moderates these effects. Although several researchers have suggested that bedroom media may influence outcomes by displacing other activities (the…
Descriptors: Mass Media Effects, Family Environment, Hypothesis Testing, Age Differences
Lemmens, Jeroen S.; Valkenburg, Patti M.; Peter, Jochen – Journal of Youth and Adolescence, 2011
Studies have shown that pathological involvement with computer or video games is related to excessive gaming binges and aggressive behavior. Our aims for this study were to longitudinally examine if pathological gaming leads to increasingly excessive gaming habits, and how pathological gaming may cause an increase in physical aggression. For this…
Descriptors: Video Games, Aggression, Males, Addictive Behavior
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
Kovacevic, Tatjana; Opic, Siniša – Online Submission, 2013
The aim of this research was to examine the impact of using traditional games with the purpose of decreasing violent behavior among pupils in elementary schools as well as improving their mutual relationships. The research was conducted among second-, third- and fourth-graders in elementary schools in Karlovac (a total of 232 pupils). In order to…
Descriptors: Educational Games, Violence, Prevention, Intervention
Grumm, Mandy; Hein, Sascha; Fingerle, Michael – International Journal of Behavioral Development, 2011
Aggressive behavior between children in schools is a topic that receives much interest as violence and aggressive behavior cause many maladaptive social outcomes in the school setting. In the current study the Implicit Association Test (IAT) was adapted as a measure of children's implicit aggression, by assessing the association of the self…
Descriptors: Aggression, Predictive Validity, Association Measures, Prediction
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