2019
DOI: 10.5546/aap.2019.eng.e584
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Video game use among secondary school students and associated factors

Abstract: Introduction: The rapid progress of technology and widespread use of internet has increased the frequency of video gaming among children. The objective was to determine the frequency and patterns of video game use and video game addiction (VGA) in secondary school students and the relationship with socio-demographic, familial and individual factors. Population and methods: This cross-sectional descriptive study was conducted in four secondary schools in varied sociodemographic characteristics. A structured que… Show more

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Cited by 14 publications
(13 citation statements)
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“…The same bias is found in studies investigating video games' cognitive benefits, which focus mainly on college students (for a review, see Bediou et al, 2018). However, younger students from middle school already are regular video gamers (Oflu & Yalcin, 2019) and several games are recommended to ages 3 or 7 years and over. Therefore, future studies need to assess whether video games are beneficial for students of all ages and in all academic domains, especially domains that are currently absent from the scientific field.…”
Section: Discussionmentioning
confidence: 86%
“…The same bias is found in studies investigating video games' cognitive benefits, which focus mainly on college students (for a review, see Bediou et al, 2018). However, younger students from middle school already are regular video gamers (Oflu & Yalcin, 2019) and several games are recommended to ages 3 or 7 years and over. Therefore, future studies need to assess whether video games are beneficial for students of all ages and in all academic domains, especially domains that are currently absent from the scientific field.…”
Section: Discussionmentioning
confidence: 86%
“…Of a total of 1567 potential records, 428 duplicate records were removed. In total, 1139 articles were evaluated by reviewing the title and abstract, and 24 passed to the full-text review phase [ 19 , 20 , 21 , 22 , 23 , 34 , 35 , 36 , 37 , 38 , 39 , 40 , 41 , 42 , 43 , 44 , 45 , 46 , 47 , 48 , 49 , 50 , 51 , 52 ]. Finally, six met the selection criteria and were included in the systematic review.…”
Section: Resultsmentioning
confidence: 99%
“…Finally, six met the selection criteria and were included in the systematic review. Regarding the excluded articles, ten were not included because they did not report results on GD [ 34 , 35 , 36 , 37 , 38 , 39 , 40 , 41 , 42 , 52 ], five studies were excluded because they were instruments or validations of GD [ 23 , 43 , 44 , 45 , 46 ], two studies did not include the target population (LAC) [ 47 , 48 ], and one study was excluded because it had the same results as an already included study population [ 49 ] ( Figure 1 ).…”
Section: Resultsmentioning
confidence: 99%
“…In contrast, a negative and weak correlation between LJV and ECC, found in this study, should be noted. Similarly, reference [15] maintained that video game addiction had a greater effect on young people whose profile among secondary students tended to be multiplayers, obese, and male.…”
Section: Discussionmentioning
confidence: 99%
“…This addiction has a direct negative impact on students' physical and psychological health, and indirectly on their academic performance [14]. Similarly, it is observed that the profile of the addict in secondary students is that of an obese male online player or multiplayer [15].…”
Section: Information and Communication Technology (Ict) In Educationmentioning
confidence: 99%