2020
DOI: 10.5455/pcp.20200320092210
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Video/Computer Game Addiction among University Students in Ghana: Prevalence, Correlates and Effects of Some Demographic Factors

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Cited by 8 publications
(3 citation statements)
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“…Female students spend less time playing video games. The findings of this study are consistent with that of [17,25,26,27,28,29].…”
Section: Discussionsupporting
confidence: 90%
“…Female students spend less time playing video games. The findings of this study are consistent with that of [17,25,26,27,28,29].…”
Section: Discussionsupporting
confidence: 90%
“…The results of this study revealed that participants had an effort to quit gaming addiction because game addiction affects their health, academics, and lives. Previous research revealed that there are efforts to reduce playing games because they have had a real impact that disturbs students [18]. One way to change the behaviour is to provide education on the impact of these behaviours [19][20].…”
Section: Discussionmentioning
confidence: 99%
“…In Ghana, among university students, there has been a rapid utilization of technology for both academic and non-academic tasks (Adarkwah, 2021a). For example, it was observed that there is a high prevalence of video/computer game addiction among university students in Ghana (Miezah et al, 2020). The authors mentioned that video/computer game addiction can improve focus and facilitates multitasking and working memory.…”
Section: Technology Addiction Of Ghanai An Students In Hementioning
confidence: 99%