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Aydin Ilhan – Journal of Global Education and Research, 2024
This study examined the relationship between physical activity, digital game addiction, and academic success among university students. Participants were university 704 students from Turkiye who did physical activity and played digital games. The sample group consisted of 704 university students (342 women and 362 men), selected through random…
Descriptors: Physical Activity Level, Video Games, Addictive Behavior, Academic Achievement
Semih Cayak; Ozge Erduran-Tekin – Journal of Education in Science, Environment and Health, 2024
The purpose of this research is to examine the relationship between primary school students' school happiness and digital game addictions. The study group of this research, which was designed in the relational survey model, consists of 204 fourth-grade primary school students studying in the Pendik district of Istanbul. In the research, the…
Descriptors: Elementary School Students, Psychological Patterns, Addictive Behavior, Video Games
Ranjit Kumar Behera; Roshan Chandra; Subhankita Rath – Journal on School Educational Technology, 2024
Video game addiction is a global phenomenon. A high level of addiction leads to detrimental effects on the social, educational, and psychological aspects of the students. The objective of this study is to examine the relationship between videogame addiction and the academic performance of senior secondary students. For this, the study has used the…
Descriptors: Correlation, Video Games, Addictive Behavior, Academic Achievement
Seyma Türen; Pinar Bagçeli Kahraman – Education and Information Technologies, 2025
The increasing prevalence of digital technologies has notably expanded children's accessibility to a diverse range of digital tools day by day. Consequently, this evolution has significantly influenced the gaming landscape, propelling the surge in popularity of digital games among children. This change has also led to the need for changes in the…
Descriptors: Predictor Variables, Preschool Children, Video Games, Computer Games
Tak, Sangdong; Catsambis, Sophia – Education and Information Technologies, 2023
Using national longitudinal data of students during their 9th and 11th grades, we address popular concerns over screen time activities distracting students' academic pursuits. We examine gender differences in the types of screen time use, expecting the skill-based activity of video gaming to be more common among boys and the socially oriented…
Descriptors: Grade 9, Grade 11, High School Students, Gender Differences
McCreery, Michael P.; Head, Danielle L.; Fiorentini, Joseph P.; Leif, Sam A.; Krach, S. Kathleen; Cole, Le Quanda L.; Bacos, Catherine A.; Laferriere, Jeffrey – International Association for Development of the Information Society, 2020
The current study was designed to examine the relationship between cognitive ability and player experience in shaping how players think within, and acclimate to, video games as complex systems. Specifically, researchers examined the relationship between player's cognitive ability and gameplay outcomes within a video game (i.e., The Deed). Outcomes…
Descriptors: Video Games, Cognitive Ability, Correlation, Adjustment (to Environment)
Dustin Moore; Jesse Stabile Morrell – Journal of American College Health, 2024
Objective: To assess differences in dietary quality among college men reporting high, moderate, and non-video game usage. Participants: College men aged 18-24. Methods: Cross-sectional data were collected between 2012 and 2020. Participants (n = 1259) were categorized according to self-reported video game usage: non-users (NVG), <1 h/day (MVG),…
Descriptors: Video Games, Gender Differences, Males, Eating Habits
Hazar, Kürsat; Hazar, Zekihan – Asian Journal of Education and Training, 2019
The purpose of this research is to investigate the relationship between digital game addiction and fair play-sportsmanship behavior exhibited in physical education and sports lesson and to reveal the relationship between these two concepts. The research was designed according to the quantitative research model and correlational scanning method was…
Descriptors: Secondary School Students, Computer Games, Video Games, Addictive Behavior
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
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; Anju, Sajeera – Online Submission, 2021
Due to concerns expressed by high school counsellors, Dr. Malik and Dr. Terry developed a quantitative Likert-scale survey to examine the relationships between academic performance (defined as final marks) and recreational video gaming and texting. Questions about video gaming and texting were included with other questions about social relations,…
Descriptors: Foreign Countries, Academic Achievement, Grades (Scholastic), Video Games
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
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
Sumeyra, Akkaya; Burcu, Gezer Sen; Metin, Kapidere – World Journal on Educational Technology: Current Issues, 2021
This article provides an overview of the relationship between parents' multidimensional parenting styles and digital parenting awareness levels. The article summarizes the structure of parenting styles that exist with the social changes in the 21st century and the research findings on parents' awareness levels. In the study, the relational…
Descriptors: Parenting Styles, Knowledge Level, Correlation, Positive Reinforcement
Ekinci, Nurullah Emir; Ustun, Umit Dogan; Ozer, Omer – Online Submission, 2016
This study aims to investigate digital game addiction of high school students according to gender and regular sport participation. For this 398 high school students who were randomly chosen voluntarily participated in the study. In addition to personal information from the Turkish version of Lemmens and colleagues'a game addiction scale was used…
Descriptors: Addictive Behavior, High School Students, Gender Differences, Athletics