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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
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Soyer, Fikret – International Journal of Psychology and Educational Studies, 2019
The aim of this study was to investigate the leisure constraints perceived by the university students according to the level of smartphone addiction. In the study, in order to determine the constraints faced by the participants Leisure Constraints Scale developed by Alexandris and Carroll (1997), adapted to Turkish by Gürbüz, Öncü, and Emir (2012)…
Descriptors: Telecommunications, Handheld Devices, Addictive Behavior, Leisure Time
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Blackstone, Sarah R.; Johnson, Aimee K.; Sutton, Debra – American Journal of Health Education, 2019
Background: Limited research exists on mental health correlates of behaviors of weight-conscious drinking (BWCD) and students' perceptions of how BWCD should be addressed. Purpose: The objectives were to (1) examine BWCD and different aspects of mental health and (2) gain insight into students' perceptions of such behaviors and potential…
Descriptors: Body Weight, Mental Health, Drinking, Student Attitudes
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Coyne, Sarah M.; Stockdale, Laura A.; Warburton, Wayne; Gentile, Douglas A.; Yang, Chongming; Merrill, Brett M. – Developmental Psychology, 2020
The aim of this study was to examine trajectories of pathological video game symptoms over a 6-year period from adolescence to emerging adulthood. We also examined a number of predictors and outcomes for different trajectories. Participants included 385 adolescents (M age = 15.01 at the initial time point) who completed multiple questionnaires…
Descriptors: Video Games, Adolescents, Young Adults, Predictor Variables