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Wanlin Xie; Jinjin Lu; Xunyi Lin – Early Child Development and Care, 2024
This meta-analysis aimed to investigate whether screen exposure is beneficial or detrimental for early language development. A total of 28 eligible studies were synthesized to examine the correlation between screen exposure (including screen time, educational programme viewing, co-viewing, and start age of screen exposure) and language development…
Descriptors: Computer Use, Language Acquisition, Young Children, Correlation
Ali Soyoof; Michelle M. Neumann; Barry Lee Reynolds; Afsheen Rezai; Ali Ibrahim Can Gözüm – Education and Information Technologies, 2025
Previous studies have shown that demographic factors can influence parental mediation strategies during children's digital gameplay. However, little is known about maternal and paternal mediation in Iranian families. This study examined the relationship between maternal and paternal mediation (restrictive, active, viewing, technical, and…
Descriptors: Foreign Countries, Parent Role, Computer Use, Computer Games
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
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
Sajjadi, Pejman; Vlieghe, Joachim; De Troyer, Olga – Electronic Journal of e-Learning, 2017
A large body of research work demonstrates the importance and effectiveness of adapting a learning game to its players. This process is driven by understanding the differences between individuals in terms of abilities and preferences. One of the rather interesting but least explored approaches for understanding individual differences among…
Descriptors: Design, Multiple Intelligences, Preferences, Learning Modalities
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
Game Based Learning: The Effects of DragonBox 12+ on Algebraic Performance of Middle School Students
Pamela Sveitlana Gibbs – ProQuest LLC, 2020
Advancements in technology have increased so rapidly that calls for education reform centering on STEM have become louder and louder. Particularly, many researchers and educators are focusing on math, because of its pivotal role in STEM, and the low-performance ratings of students within the United States. One of the potential reforms being…
Descriptors: Educational Technology, Game Based Learning, Video Games, Middle 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
Khlomov, K. D.; Kondrashkin, A. V.; Kuzin, P. A.; Kalyakina, S. M.; Tyulkanova, K. I.; Medvedev, D. P. – Russian Education & Society, 2018
This article addresses the need for changes in current views on adolescent development. It presents observations of adolescent behavior in the online game Dragon Nest that were conducted by specialists from the Crossroads Center for Social and Psychological Adaptation and Adolescent Development, Moscow State University of Psychology and Education,…
Descriptors: Adolescent Development, Behavior, Video Games, Social Theories
Ferguson, Christopher J.; Garza, Adolfo; Jerabeck, Jessica; Ramos, Raul; Galindo, Mariza – Journal of Youth and Adolescence, 2013
The United States Supreme Court's recent decision relating to violent video games revealed divisions within the scientific community about the potential for negative effects of such games as well as the need for more, higher quality research. Scholars also have debated the potential for violent games to have positive effects such as on…
Descriptors: Grade Point Average, Outcome Measures, Video Games, Effect Size
Wethington, Holly; Pan, Liping; Sherry, Bettylou – Journal of School Health, 2013
Background: Among school-aged youth, we sought to identify characteristics associated with (1) exceeding screen time recommendations (ie, television/videos/video games more than 2 hours/weekday), and (2) exceeding screen time recommendations, the presence of a television in the bedroom, and obesity. Methods: Using 2007 National Survey of…
Descriptors: Correlation, Television Viewing, Video Games, Obesity
Fischer, Peter; Greitemeyer, Tobias; Kastenmuller, Andreas; Vogrincic, Claudia; Sauer, Anne – Psychological Bulletin, 2011
In recent years, there has been a surge in the quantity of media content that glorifies risk-taking behavior, such as risky driving, extreme sports, or binge drinking. The authors conducted a meta-analysis involving more than 80,000 participants and 105 independent effect sizes to examine whether exposure to such media depictions increased their…
Descriptors: Music, Video Games, Research Methodology, Drinking
Wallenius, Marjut; Punamaki, Raija-Leena – Journal of Applied Developmental Psychology, 2008
This study investigated the roles of sex, age, and parent-child communication in moderating the association between digital game violence and direct aggression in a two-year longitudinal study. Finnish 12- and 15-year-old adolescents (N = 316) participated in the follow-up survey. As hypothesized, digital game violence was linked to direct…
Descriptors: Aggression, Parent Role, At Risk Persons, Adolescents