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Keywords = digital game addiction

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29 pages, 646 KiB  
Systematic Review
Connected by Boredom: A Systematic Review of the Role of Trait Boredom in Problematic Technology Use
by Ginevra Tagliaferri, Manuel Martí-Vilar, Francesca Valeria Frisari, Alessandro Quaglieri, Emanuela Mari, Jessica Burrai, Anna Maria Giannini and Clarissa Cricenti
Brain Sci. 2025, 15(8), 794; https://doi.org/10.3390/brainsci15080794 - 25 Jul 2025
Viewed by 675
Abstract
Background/Objectives: In an increasingly pervasive digital environment, trait boredom has been identified as a key psychological factor in the onset and maintenance of problematic digital technology use. This systematic review aims to investigate the role of trait boredom in digital behavioral addictions, including [...] Read more.
Background/Objectives: In an increasingly pervasive digital environment, trait boredom has been identified as a key psychological factor in the onset and maintenance of problematic digital technology use. This systematic review aims to investigate the role of trait boredom in digital behavioral addictions, including problematic smartphone use, Internet and social media overuse, and gaming addiction, through theoretical models such as the I-PACE model and the Compensatory Internet Use Theory (CIUT). Methods: A systematic literature search was conducted across multiple scientific databases (PsycINFO, Web of Science, PubMed, and Scopus), yielding a total of 4603 records. Following the PRISMA guidelines after duplicate removal and screening based on title and abstract, 152 articles were assessed for full-text eligibility, and 28 studies met the predefined inclusion and exclusion criteria and were included in the final review. Results: Findings reveal that trait boredom functions as both a direct and indirect factor in problematic technology use. It serves as a mediator and moderator in the relationship between psychological vulnerabilities (e.g., depression, alexithymia, vulnerable narcissism) and dysfunctional digital behaviors. Furthermore, as an independent variable, it has an influence on technological variables through Fear of Missing Out (FoMO), loneliness, low self-regulation, and dysfunctional metacognitions, while protective factors such as mindfulness and attentional control mitigate its impact. Conclusions: Boredom represents a central psychological lever for understanding behavioral addictions in the digital age and should be considered a key target in preventive and therapeutic interventions focused on enhancing self-regulation and meaningful engagement with free time. Full article
(This article belongs to the Special Issue Psychiatry and Addiction: A Multi-Faceted Issue)
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17 pages, 768 KiB  
Article
Interrelationship of Preschoolers’ Gross Motor Skills, Digital Game Addiction Tendency, and Parents’ Parenting Styles
by Savaş Aydın, Ramazan Sak and İkbal Tuba Şahin-Sak
Children 2025, 12(7), 932; https://doi.org/10.3390/children12070932 - 16 Jul 2025
Viewed by 340
Abstract
Background: Motor performance in childhood predicts physical fitness, cognitive capacity, socio-emotional development, and academic success. Parenting styles are especially important to such performance in the preschool period, as children’s gross motor abilities are shaped in part by their interactions with parents. Young children’s [...] Read more.
Background: Motor performance in childhood predicts physical fitness, cognitive capacity, socio-emotional development, and academic success. Parenting styles are especially important to such performance in the preschool period, as children’s gross motor abilities are shaped in part by their interactions with parents. Young children’s physical activity is also declining as they spend more time on screens. Methods: This quantitative survey-based study examined the relationships among 252 preschoolers’ gross motor skills, their tendency to become addicted to digital games, and their parents’ parenting styles. Results: The sampled preschoolers’ gross motor skill development and game addiction tendencies were both low, while the participating parents reported high levels of democratic and overprotective parenting attitudes, low levels of authoritarian ones, and moderate levels of permissive ones. Motor skills were not associated with children’s addiction tendency or parents’ democratic (also known as authoritative), authoritarian, or permissive styles. However, overprotective parenting was positively and significantly associated with gross motor skill scores. While no significant relationship was found between children’s digital game addiction tendencies and their parents’ adoption of a democratic parenting style, such tendencies were positively and statistically correlated with the authoritarian and permissive parenting styles. One dimension of such tendencies, constant gameplay, was also positively and significantly correlated with overprotective parenting. Conclusions: Although the participating children’s digital game addiction tendencies were low, the findings indicate that parents and carers should guide children to reduce their screen time and promote increased interaction with their surroundings and other people to mitigate screen time’s known negative effects on gross motor coordination. Full article
(This article belongs to the Section Pediatric Orthopedics & Sports Medicine)
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11 pages, 584 KiB  
Article
The Relationship Between the Functional Head Impulse Test (F-HIT) and Digital Gaming Addiction in Adolescents
by Deniz Uğur Cengiz, Sanem Can Çolak, Mehmet Akif Kay, Büşra Kurtcu, Mehmet Sağlam, Munise Duran and Osman Tayyar Çelik
Children 2025, 12(7), 837; https://doi.org/10.3390/children12070837 - 25 Jun 2025
Viewed by 291
Abstract
Background/Objectives: Considering the extensive use of digital tools among adolescents and the effects of game addiction on physical, social, emotional, and cognitive domains, this study aimed to investigate the relationship between digital game addiction and the vestibulo-ocular reflex in high school students. [...] Read more.
Background/Objectives: Considering the extensive use of digital tools among adolescents and the effects of game addiction on physical, social, emotional, and cognitive domains, this study aimed to investigate the relationship between digital game addiction and the vestibulo-ocular reflex in high school students. Methods: In this descriptive relational study, the relationship between digital game addiction and the functional head impulse test was investigated in adolescents. Two groups of adolescents, with and without digital game addiction, were compared based on the functional head impulse test. The Digital Game Addiction Scale was administered to assess digital game addiction in adolescents aged 14 to 18 years. Results: The findings were analyzed statistically, and the results indicated a statistically significant relationship between digital game addiction and the vestibulo-ocular reflex, with digital game addiction negatively affecting the vestibulo-ocular reflex in adolescents. Conclusions: The findings indicate that digital game addiction in adolescents may impair VOR function, suggesting a potential negative impact on balance and perceptual processing. These results highlight the importance of early interventions and digital literacy programs to mitigate the adverse effects of excessive gaming during adolescence. Full article
(This article belongs to the Section Pediatric Mental Health)
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16 pages, 2059 KiB  
Review
Demystifying the New Dilemma of Brain Rot in the Digital Era: A Review
by Ahmed Mohamed Fahmy Yousef, Alsaeed Alshamy, Ahmed Tlili and Ahmed Hosny Saleh Metwally
Brain Sci. 2025, 15(3), 283; https://doi.org/10.3390/brainsci15030283 - 7 Mar 2025
Cited by 3 | Viewed by 22487
Abstract
Background/Objectives: The widespread phenomenon of “brain rot”, named the Oxford Word of the Year 2024, refers to the cognitive decline and mental exhaustion experienced by individuals, particularly adolescents and young adults, due to excessive exposure to low-quality online materials, especially on social [...] Read more.
Background/Objectives: The widespread phenomenon of “brain rot”, named the Oxford Word of the Year 2024, refers to the cognitive decline and mental exhaustion experienced by individuals, particularly adolescents and young adults, due to excessive exposure to low-quality online materials, especially on social media. The present study is exploratory and interpretative in nature, aiming to investigate the phenomenon of “brain rot”, with a focus on its key pillars, psychological factors, digital behaviors, and the cognitive impact resulting from the overconsumption of low-quality digital content. Methods: This study employs a rapid review approach, examining research published between 2023 and 2024 across PubMed, Google Scholar, PsycINFO, Scopus, and Web of Science. It explores the causes and effects of brain rot, focusing on the overuse of social media, video games, and other digital platforms. Results: The findings reveal that brain rot leads to emotional desensitization, cognitive overload, and a negative self-concept. It is associated with negative behaviors, such as doomscrolling, zombie scrolling, and social media addiction, all linked to psychological distress, anxiety, and depression. These factors impair executive functioning skills, including memory, planning, and decision-making. The pervasive nature of digital media, driven by dopamine-driven feedback loops, exacerbates these effects. Conclusions: The study concludes by offering strategies to prevent brain rot, such as controlling screen time, curating digital content, and engaging in non-digital activities. Given the increasing prevalence of digital engagement, it is essential to explore a variety of strategies, including mindful technology use, to support cognitive health and emotional well-being. The results can guide various stakeholders—policymakers, practitioners, researchers, educators, and parents or caregivers—in addressing the pervasive impact of brain rot and promoting a balanced approach to technology use that fosters cognitive resilience among adolescents and young adults. Full article
(This article belongs to the Special Issue Focus on Mental Health and Mental Illness in Adolescents)
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17 pages, 910 KiB  
Article
Examining the Roles of Problematic Internet Use and Emotional Regulation Self-Efficacy on the Relationship Between Digital Game Addiction and Motivation Among Turkish Adolescents
by Öner Çelikkaleli, Rıdvan Ata, Muhammet Mustafa Alpaslan, Zafer Tangülü and Özgür Ulubey
Behav. Sci. 2025, 15(3), 241; https://doi.org/10.3390/bs15030241 - 20 Feb 2025
Cited by 2 | Viewed by 1696
Abstract
Digital game addiction and problematic internet use have emerged as significant issues, attracting growing attention from educators, psychologists, and policymakers. This study aimed to examine the mediating role of emotional regulation self-efficacy and the moderating role of problematic internet use in the effect [...] Read more.
Digital game addiction and problematic internet use have emerged as significant issues, attracting growing attention from educators, psychologists, and policymakers. This study aimed to examine the mediating role of emotional regulation self-efficacy and the moderating role of problematic internet use in the effect of digital game addiction on academic motivation in Turkish adolescents. A correlational research method was utilized to address research questions. A total of 1156 high school students voluntarily participated in the study. Self-report questionnaires (the Short Academic Motivation Scale, Digital Game Addiction Scale, Regulatory Emotional Self-Efficacy Scale and Young’s Internet Addiction Scale Short Form) were used to collect data in 2024. In the analysis of the data, Pearson Product Moment Correlation Coefficient, mediator and moderator analyses were conducted using statistical software. The analysis provided evidence of the negative effect of digital game addiction on academic motivation. Additionally, emotional regulation self-efficacy was found to partly mediate the relationship between digital game addiction and academic motivation. Furthermore, problematic internet use moderated the relationship between digital game addiction and academic motivation in adolescents. The results suggested enhancing adolescents’ emotional regulation self-efficacy and reducing problematic internet use are crucial steps towards mitigating the negative effects of digital game addiction on academic motivation. Full article
(This article belongs to the Section Educational Psychology)
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14 pages, 675 KiB  
Article
Nature Connectedness Reduces Internet Gaming Disorder: The Chain Mediating Role of Intolerance of Uncertainty and Desire Thinking
by Zihui Yuan, Fang Xu and Qingqi Liu
Behav. Sci. 2024, 14(9), 844; https://doi.org/10.3390/bs14090844 - 19 Sep 2024
Cited by 2 | Viewed by 1983
Abstract
While online gaming has become a choice for relaxation and entertainment in today’s digital age, Internet Gaming Disorder (IGD) has also become a widely concerning mental disorder. Nature connectedness has been found to effectively reduce addiction-related risks and alleviate symptoms of addictive behaviors. [...] Read more.
While online gaming has become a choice for relaxation and entertainment in today’s digital age, Internet Gaming Disorder (IGD) has also become a widely concerning mental disorder. Nature connectedness has been found to effectively reduce addiction-related risks and alleviate symptoms of addictive behaviors. It is a relatively lacking but very important factor influencing psychological recovery and regulation in the digital society. This study aims to explore the relationship between nature connectedness and IGD, and the mediating roles of intolerance of uncertainty and desire thinking. A total of 571 young people voluntarily participated in the questionnaire survey. The results showed that: (1) nature connectedness was negatively correlated with IGD; (2) intolerance of uncertainty plays a mediating role between nature connectedness and IGD; and (3) intolerance of uncertainty and desire thinking plays a chain mediating role between nature connectedness and IGD. Analysis of the research results indicates that nature connectedness can effectively reduce IGD and reveal its mechanism of action. The findings provide new insights for the study and intervention of IGD in the digital age. Full article
(This article belongs to the Topic New Advances in Addiction Behavior)
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15 pages, 12520 KiB  
Review
Gaming Disorders: Navigating the Fine Line between Entertainment and Addiction—Gaming History, Health Risks, Social Consequences, and Pathways to Prevention
by George Imataka, Shu Izumi, Yuji Miyamoto and Akira Maehashi
J. Clin. Med. 2024, 13(17), 5122; https://doi.org/10.3390/jcm13175122 - 29 Aug 2024
Cited by 2 | Viewed by 7860
Abstract
The number of people immersed in excessive gaming has increased in this age of rapid digitalization. The World Health Organization and American Psychiatric Association Organization recognize a gaming disorder as a condition that results in significant problems in daily life as a result [...] Read more.
The number of people immersed in excessive gaming has increased in this age of rapid digitalization. The World Health Organization and American Psychiatric Association Organization recognize a gaming disorder as a condition that results in significant problems in daily life as a result of excessive gaming. Both organizations emphasize the similarities to behavioral addictions such as gambling. We examined the appropriate usage of video games from the perspectives of health and management in this study. For the general population, video games provide positive impacts such as stress alleviation and memory improvement. Game playing leads to a loss of time and money for the individual. It also has a negative impact on the individual’s family and social life, evolving into a social problem. Gaming addiction is often accompanied by psychological disorders and other addictions, and long-term medical treatment, including approaches to the individual’s psychological background and cognitive-behavioral therapy, is necessary. Therefore, the prevention of gaming disorder is essential. From a societal standpoint, action is required in three contexts: the government, game developers, and within the household as a whole. Simultaneously, the public needs to understand the positive potential of gaming, such as e-sports. Full article
(This article belongs to the Section Mental Health)
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14 pages, 927 KiB  
Article
Video Game Addiction in Young People (8–18 Years Old) after the COVID-19 Pandemic: The Grey Area of Addiction and the Phenomenon of “Gaming Non-Pathological Abuse (GNPA)”
by Domenico Piccininno and Giulio Perrotta
Epidemiologia 2024, 5(3), 511-524; https://doi.org/10.3390/epidemiologia5030035 - 12 Aug 2024
Viewed by 3442
Abstract
Introduction: In the literature, video game addiction in youths is correlated with dysfunctional symptoms of anxiety, emotional disorders, and mood disorders, and the pandemic period of 2020–2022 has favored the aggravation of this behavioral addiction. Therefore, we identified the need to analyze this [...] Read more.
Introduction: In the literature, video game addiction in youths is correlated with dysfunctional symptoms of anxiety, emotional disorders, and mood disorders, and the pandemic period of 2020–2022 has favored the aggravation of this behavioral addiction. Therefore, we identified the need to analyze this phenomenon with an emphasis on the risks and correlates related to deviance and maladjustment from a prospective perspective, seeking to understand the impact of the individual variables examined. Aim: To demonstrate whether the condition of “gaming non-pathological abuse” (GNPA) promotes psychopathological features of clinical interest, in the absence of a diagnosis of “gaming disorder” (GD). Materials and methods: A search performed on PubMed and administration of an ad hoc sociological questionnaire were used to investigate individual variables of criminological interest in a representative population sample (531 males/females, 8–18 years old, M: 14.4, SD: 2.5). Results: Statistical analysis showed that after the pandemic period, digital video game addiction was reinforced, feeding psychopathological traits consistent with anxiety, emotional disorders, and mood disorders. Variables correlated with impulsive, aggressive, and violent behavior related to age, gender, socio-environmental and economic background, and the severity of digital video game addiction. Conclusions: In the youth population (8–18 years), “gaming non-pathological abuse” (GNPA) is related to aggressive, impulsive and violent behaviors that foster phenomena of social maladjustment and deviance, especially in individuals living in disadvantaged or otherwise complex socio-economic and family contexts. Looking forward, the study of structural and functional personality profiles is essential in order to anticipate and reduce the future risk of psychopathological and criminal behavior. Full article
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11 pages, 249 KiB  
Article
The Relationship between Digital Game Addiction Tendency and Depressive Symptoms in Children (36–72 Months)
by Melike Yavas Celik
Children 2024, 11(5), 520; https://doi.org/10.3390/children11050520 - 26 Apr 2024
Cited by 2 | Viewed by 1990
Abstract
Aim: We aimed to evaluate the relationship between digital game addiction tendency and depressive symptoms in children (36–72 months). Method: We conducted this research in a virtual environment with the mothers of 747 children (36–72 months). A predictive evaluation was performed using a [...] Read more.
Aim: We aimed to evaluate the relationship between digital game addiction tendency and depressive symptoms in children (36–72 months). Method: We conducted this research in a virtual environment with the mothers of 747 children (36–72 months). A predictive evaluation was performed using a simple regression analysis between the mean scores of the Digital Game Addiction Tendency Scale (DGATS) and the Child Depressive Symptoms Assessment Scale (CDSAS). Results: A total of 53.9% of children reported that they play games for 3–24 h a day. The average duration of children playing digital games was 2.86 ± 1.86 h per day. The total mean score of the CDSAS was 142.48 ± 27.36. The total mean score the children received from DGATS was 46.34 ± 17.28. In the regression analysis, it was determined that there was a strong positive correlation between the (DGATS) total score average and the (CDSAS) total score average (R = 0.52, R2 = 0.27, p < 0.05). Accordingly, digital game addiction tendency explains 27% of children’s depressive symptoms. Conclusions: When the standardized beta coefficient and t values are examined, it can be said that digital game addiction tendency is a significant predictor of children’s depressive symptoms. Full article
(This article belongs to the Special Issue Stress and Stress Resilience in Children and Adolescents)
37 pages, 1047 KiB  
Review
The Effects of Digital Addiction on Brain Function and Structure of Children and Adolescents: A Scoping Review
by Keya Ding, Yining Shen, Qianming Liu and Hui Li
Healthcare 2024, 12(1), 15; https://doi.org/10.3390/healthcare12010015 - 20 Dec 2023
Cited by 11 | Viewed by 15501
Abstract
The escalating prevalence of studies investigating digital addiction (DA) and its detrimental impact on the human brain’s structure and functionality has been noticeable in recent years. Yet, an overwhelming majority of these reviews have been predominantly geared towards samples comprising college students or [...] Read more.
The escalating prevalence of studies investigating digital addiction (DA) and its detrimental impact on the human brain’s structure and functionality has been noticeable in recent years. Yet, an overwhelming majority of these reviews have been predominantly geared towards samples comprising college students or adults and have only inspected a single variant of DA, such as internet gaming disorder, internet addiction disorder, problematic smartphone use, tablet overuse, and so forth. Reviews focusing on young children and adolescents (ages 0–18), or those which amalgamate various types of DA, are decidedly scarce. Given this context, summarizing the effects of DA on brain structure and functionality during the vital developmental stage (0–18 years) is of immense significance. A scoping review, complying with the PRISMA extension for such reviews, was conducted to amalgamate findings from 28 studies spanning a decade (2013–2023) and to examine the influence of assorted forms of DA on the brains of children and adolescents (0–18 years). The synthesized evidence indicated two primary results: (1) DA exerts harmful effects on the structure and functionality of the brains of children and adolescents, and (2) the prefrontal lobe is the region most consistently reported as impacted across all research. Furthermore, this review discerned a notable void of studies investigating the neural indices of digital addiction, along with a shortage of studies focusing on young children (0–6 years old) and longitudinal evidence. This research could provide the necessary theoretical basis for the thwarting and intervention of digital addiction, a measure indispensable for ensuring healthy brain development in children and adolescents. Full article
(This article belongs to the Section TeleHealth and Digital Healthcare)
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11 pages, 595 KiB  
Article
Increased Digital Media Use in Preschool Children: Exploring the Links with Parental Stress and Their Problematic Media Use
by Elena Kattein, Hannah Schmidt, Stefanie Witt, Hannah Lea Jörren, Ingo Menrath, Hans-Jürgen Rumpf, Lutz Wartberg and Silke Pawils
Children 2023, 10(12), 1921; https://doi.org/10.3390/children10121921 - 13 Dec 2023
Cited by 5 | Viewed by 3207
Abstract
Background: Intense or problematic media use behavior of parents could serve as a role model for their children’s media use behavior. So far, knowledge is scarce about increased children’s media use (ICMU) and its association with parental stress (PS) and problematic parental media [...] Read more.
Background: Intense or problematic media use behavior of parents could serve as a role model for their children’s media use behavior. So far, knowledge is scarce about increased children’s media use (ICMU) and its association with parental stress (PS) and problematic parental media use (PPMU). Methods: ICMU was examined using a modified set of the DSM-5 criteria for Internet Gaming Disorder. PS was assessed via the widely used Parenting Stress Index, and PPMU was assessed using the Short Compulsive Internet Use Scale. A multiple linear regression analysis was conducted to evaluate the links between ICMU, PS, and PPMU. A mediation analysis was performed to examine if PPMU mediated the relationship between PS and ICMU. Results: In sum, 809 parents (M = 36.89 years; SD = 4.87; 81.4% female) of preschool children (average age: 44.75 months, SD = 13.68) participated in the study. ICMU was statistically significantly related to higher age of the parent, greater PPMU, and higher PS. Furthermore, we found that the association between PS and ICMU was partially mediated by PPMU. Conclusions: The results indicate that more pronounced PS and PPMU are associated with ICMU, highlighting the necessity of considering these parental variables when developing early prevention strategies for preschool-age children. Full article
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29 pages, 7982 KiB  
Review
A Holistic Investigation of the Relationship between Digital Addiction and Academic Achievement among Students
by Tijen Tülübaş, Turgut Karakose and Stamatios Papadakis
Eur. J. Investig. Health Psychol. Educ. 2023, 13(10), 2006-2034; https://doi.org/10.3390/ejihpe13100143 - 22 Sep 2023
Cited by 38 | Viewed by 15707
Abstract
Digital addiction (DA), an umbrella term referring to addiction to any type of digital media, such as the internet, smartphone, digital games, and social media, is a significant factor influencing students’ academic achievement (AA). Many scholars have contributed to this line of research [...] Read more.
Digital addiction (DA), an umbrella term referring to addiction to any type of digital media, such as the internet, smartphone, digital games, and social media, is a significant factor influencing students’ academic achievement (AA). Many scholars have contributed to this line of research from around the world. Nevertheless, the literature lacks a holistic investigation of how the DA–AA research field evolved, which could guide future studies. The current study aims to address this void and conducts a combined bibliometric and science mapping analysis of research addressing the relationship between DA and AA. Data were retrieved from the WoS database, considered one of the optimal databases for such studies with its comprehensive coverage of quality journals. One hundred eighteen articles were included in the final dataset and were analyzed using the SciMAT software, which allowed analysis over three consecutive periods and yielded comparable results regarding the conceptual and thematic evolution of the DA–AA domain. The results indicated an increased research interest in the topic, especially during the last five years. The science mapping analysis showed that the most-studied types of addiction were smartphone addiction for the first two periods and social media addiction for the last. Research in the DA–AA domain which focused on understanding the addictive use of smartphones during the first period, evolved to address factors such as self-efficacy or life satisfaction leading to smartphone addiction and lower grades. During the third period, the number of factors addressed gained significant variety and covered family-related and personal factors. Full article
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23 pages, 2321 KiB  
Article
Effect of Digital Game-Based Learning on Student Engagement and Motivation
by Muhammad Nadeem, Melinda Oroszlanyova and Wael Farag
Computers 2023, 12(9), 177; https://doi.org/10.3390/computers12090177 - 6 Sep 2023
Cited by 57 | Viewed by 48846
Abstract
Currently, academia is grappling with a significant problem—a lack of engagement. Humankind has gone too far into exploring entertainment options, while the education system has not really kept up. Millennials love playing games, and this addiction can be used to engage and motivate [...] Read more.
Currently, academia is grappling with a significant problem—a lack of engagement. Humankind has gone too far into exploring entertainment options, while the education system has not really kept up. Millennials love playing games, and this addiction can be used to engage and motivate them in the learning process. This study examines the effect of digital game-based learning on student engagement and motivation levels and the gender differences in online learning settings. This study was conducted in two distinct phases. A game-based and traditional online quizzing tools were used to compare levels of engagement and motivation, as well as to assess the additional parameter of gender difference. During the first phase of the study, 276 male and female undergraduate students were recruited from Sophomore Seminar classes, and 101 participated in the survey, of which 83 were male and 18 were female. In the second phase, 126 participants were recruited, of which 107 (63 females and 44 males) participated in the anonymous feedback surveys. The results revealed that digital game-based learning has a more positive impact on student engagement and motivation compared to traditional online activities. The incorporation of a leaderboard as a gaming element in the study was found to positively impact the academic performance of certain students, but it could also demotivate some students. Furthermore, female students generally showed a slightly higher level of enjoyment toward the games compared to male students, but they did not prefer a comparison with other students as much as male students did. The favorable response from students toward digital game-based activities indicates that enhancing instruction with such activities will not only make learning an enjoyable experience for learners but also enhance their engagement. Full article
(This article belongs to the Special Issue Recent Advances in Computer-Assisted Learning)
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16 pages, 1509 KiB  
Article
Effects of Digital Game-Based Learning on Students’ Cyber Wellness Literacy, Learning Motivations, and Engagement
by Ke Wang, Panpan Liu, Junyi Zhang, Jinping Zhong, Xianfei Luo, Jingxiu Huang and Yunxiang Zheng
Sustainability 2023, 15(7), 5716; https://doi.org/10.3390/su15075716 - 24 Mar 2023
Cited by 18 | Viewed by 6406
Abstract
The Internet has become an essential part of our daily life, but excessive Internet use may lead to a number of risks such as Internet addiction. In order to protect teenagers from the risks, it is important to guide them to use the [...] Read more.
The Internet has become an essential part of our daily life, but excessive Internet use may lead to a number of risks such as Internet addiction. In order to protect teenagers from the risks, it is important to guide them to use the Internet in a safe, responsible, and ethical way. Cyber wellness literacy, as the core issue of digital citizenship, plays a vital role in the physical and mental well-being of individuals and should be given high priority. While some studies have explored the integration of digital citizenship into school education through digital game-based learning (DGBL), the influence of digital games on teenagers’ learning outcomes, learning motivation, and engagement in the field of cyber wellness remains unclear. It is, therefore, a challenge to provide cyber wellness literacy learning activities that empower students to keep away from Internet addiction and maintain a happy, healthy, and safe digital life. This study addressed the issue of Internet addiction from the perspective of digital citizenship, and designed and implemented a digital game-based course in a middle school. The study then explored the potential impact of DGBL on improving students’ cyber wellness literacy, motivation, and engagement. The statistical results show that DGBL not only promoted the students’ cyber wellness literacy in preventing Internet addiction, but also enhanced their motivations and emotional engagement. Full article
(This article belongs to the Special Issue Sustainable Inspiration of Flexible Education)
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22 pages, 2519 KiB  
Article
Developing a Sustainable Environment Based on Augmented Reality to Educate Adolescents about the Dangers of Electronic Gaming Addiction
by Ali Hassan Najmi, Waleed Salim Alhalafawy and Marwa Zaki Tawfiq Zaki
Sustainability 2023, 15(4), 3185; https://doi.org/10.3390/su15043185 - 9 Feb 2023
Cited by 29 | Viewed by 5857
Abstract
The expansion of the use of electronic games has led to a surge in the rates of gaming addiction among adolescents. Electronic games addiction (EGA) presents, of course, psychological, hygienic, social, educational, and moral dangers. Therefore, it is very important to educate adolescents [...] Read more.
The expansion of the use of electronic games has led to a surge in the rates of gaming addiction among adolescents. Electronic games addiction (EGA) presents, of course, psychological, hygienic, social, educational, and moral dangers. Therefore, it is very important to educate adolescents and enhance their awareness of the dangers of electronic games addiction (DEGA). Given the unique characteristics of augmented reality technology, the present study aims to develop a sustainable environment based on augmented reality (SEBAR) within educational institutions to educate adolescents about the DEGA. The SEBAR in the present study is based on the possibility of using the applications of augmented reality (AR) technology to generate digital objects of some images and barcodes projected on the school walls, classroom doors, school yards, and computer labs, in addition to specially developed missions to educate adolescents on the DEGA. In the present study, the embedded design as one of the mixed research methods was used to examine the effect of AR on adolescents’ awareness of the DEGA. Research treatments were applied to seventy-five high school students in two different schools in Jeddah, Saudi Arabia. The experimental processing was carried out in a school where it was possible to develop a sustainable environment while the other schools were assigned to the control group. For comparing the experimental group that used the SEBAR and the control group that used the normal environment based on a set of articles and tasks without any link to AR, the quasi-experimental approach was used. In addition, to gain a deep understanding of the effects of AR on the awareness of the DEGA, the phenomenological approach was used. Furthermore, an electronic gaming addiction scale (EGAS) and an awareness test for the DEGA were developed as study instruments. The findings showed an increase in the adolescents’ knowledge and awareness regarding the DEGA in the experimental group that used the SEBAR in comparison with the awareness of their peers in the control group. Full article
(This article belongs to the Section Sustainable Education and Approaches)
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