Ortaokul Öğrencilerinin Dijital Oyun Bağımlılıkları ve Sosyal Eğilimleri/Middle School Students' Digital Game Addictions and Social Tendencies
M Özdemir, MT Karaboğa - E-Uluslararası Eğitim Araştırmaları …, 2021 - dergipark.org.tr
Bu araştırmada ortaokul 6, 7 ve 8. sınıf öğrencilerinin dijital oyun bağımlılıklarının ne
düzeyde olduğu, öğrencilerin dijital oyun bağımlılık düzeylerinin sosyal eğilimleri (sosyal …
düzeyde olduğu, öğrencilerin dijital oyun bağımlılık düzeylerinin sosyal eğilimleri (sosyal …
The role of parenting behavior in adolescents' problematic mobile game use
YB Jang, SH Ryu - Social Behavior and Personality: an …, 2016 - ingentaconnect.com
With the rapid growth of smartphone use, problematic mobile game use among youth has
become an increasingly salient social concern in South Korea. In this study, we empirically …
become an increasingly salient social concern in South Korea. In this study, we empirically …
Aggression and violence as effects of playing violent video games?
R Weber, U Ritterfeld, A Kostygina - Playing video games, 2012 - api.taylorfrancis.com
On June 3, 2003, the United States 8th Circuit Court of Appeals decided that video games,
including violent video games, must be considered free speech (Interactive Digital Software …
including violent video games, must be considered free speech (Interactive Digital Software …
The influences of video gaming on US children's moral reasoning about violence
Using the General Aggression Model as a framework, we surveyed children aged 7–15 to
examine the effect of violent game play on their moral reasoning about violence. Variables …
examine the effect of violent game play on their moral reasoning about violence. Variables …
Toys for boys? Women's marginalization and participation as digital gamers
G Crawford, V Gosling - Sociological Research Online, 2005 - journals.sagepub.com
This paper develops out of ongoing research into the location and use of digital gaming in
practices of everyday life. Specifically this paper draws on a questionnaire based survey of …
practices of everyday life. Specifically this paper draws on a questionnaire based survey of …
Performing the self: Subverting the binary in combat games
R Hutchinson - Games and Culture, 2007 - journals.sagepub.com
This article analyzes the quick-response binary combat game genre, suggesting that so-
called" finger-twitch" games, often maligned by academics, are both complex and significant …
called" finger-twitch" games, often maligned by academics, are both complex and significant …
Gamers who protest: Small-group play and social resources for civic action
B Stokes, D Williams - Games and Culture, 2018 - journals.sagepub.com
Commercial games are rarely studied for their links to civic behavior. Yet small-group games
online can affect the social networks that spill into civic life (and vice versa). This study …
online can affect the social networks that spill into civic life (and vice versa). This study …
The adoption of mobile services: A cross service study
PE Pedersen, H Nysveen, H Thorbjørnsen - 2002 - openaccess.nhh.no
To pay back the investments made in telecommunication infrastructure, new mobile services
must be developed, distributed and adopted. A requirement for developing the right services …
must be developed, distributed and adopted. A requirement for developing the right services …
Surveying the association between computer–video games and aggression in male students of guidance schools in Tehran, 2003
M Abdolkhaleghi, A Davachi, F Sahbaie… - … Science Journal of …, 2005 - tmuj.iautmu.ac.ir
Background: One of the most exciting fields of mankind life in the recent century is computer–
video games that has an increasing popularity among children and adolescents. However, it …
video games that has an increasing popularity among children and adolescents. However, it …
Problematic use of video games and substance abuse in early adolescence: a cross-sectional study
L Gallimberti, A Buja, S Chindamo… - American journal of …, 2016 - ingentaconnect.com
Objectives: Problematic use of video games (PUVG) is associated with substance use in
middle school students. The aim of our study was to examine the association between …
middle school students. The aim of our study was to examine the association between …