2018
DOI: 10.15516/cje.v20i2.2583
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Early Adolescents’ Digital Gameplay Preferences, Habits and Addiction / Preferencije, navike i ovisnost mlađih adolescenata o digitalnim igrama

Abstract: The paper provides an empirically grounded innovative and unique insight into relations between digital gameplay preferences, habits and addiction. The research sample consisted of 1262 eleven-to-fifteen-year-old students from 22 Serbian schools. An adequate psychometric instrument was developed and evaluated as part of the research. The influence of socio-demographic factors on digital gameplay preferences, habits and addiction was analyzed. Research hypotheses have been proposed in accordance with research o… Show more

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Cited by 6 publications
(2 citation statements)
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References 50 publications
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“…While using addiction medicine as an example, the manuscript highlights that science-based digital health has the potential to provide scalable solutions for precision healthcare delivery in a variety of diseases worldwide. Aleksic (2018) examines the relationships between digital game preferences, habits and addiction among early adolescents. The research sample includes 1262 students aged between eleven and fifteen from 22 schools in Serbia.…”
Section: Literature Reviewmentioning
confidence: 99%
“…While using addiction medicine as an example, the manuscript highlights that science-based digital health has the potential to provide scalable solutions for precision healthcare delivery in a variety of diseases worldwide. Aleksic (2018) examines the relationships between digital game preferences, habits and addiction among early adolescents. The research sample includes 1262 students aged between eleven and fifteen from 22 schools in Serbia.…”
Section: Literature Reviewmentioning
confidence: 99%
“…In addition, digital games contribute to the development of motor skills, can be used as a motivation and leisure tool, contribute to hand-eye-mind coordination, help increase technology-related information (Ministry of Family and Social Policies, 2017). Moreover, digital games can contribute to the development of empathy skills by increasing the desire of the players to solve problems (Aleksic, 2018). At the same time, it is stated that being able to communicate with the stakeholders of the game in digital games played positively affects social behaviors (Dilmen & Öğüt, 2010).…”
Section: Positive and Negative Features Of Digital Gamesmentioning
confidence: 99%