Latest Research in Impact of Technology on Adolescents

33 research papers · 0.4 average citations · 2026 median publication year

Top Research Topics in Impact of Technology on Adolescents

Highest-Cited Papers

  1. Post-gaming return to reality: a key factor in predicting the positive and negative outcomes of escapism (4 citations)
  2. Collaborative play in a mentalisation-based serious game for adults with intellectual disabilities
  3. Validating the Gaming Disorder Identification Test in English, Chinese, Dutch and Indonesian
  4. Impact of online mobile violent video game playing among school going early adolescent children: An analysis of aggressive behaviour, psychosocial well-being, sleep and academic outcomes
  5. Association of gaming with international student’s mental health and well-being at Georgian universities
  6. Conditional by Design: Sex Differences in Chess Middlegame Decision Style Emerge at the Expert Tier (10 citations)
  7. Conditional by Design: Sex Differences in Chess Middlegame Decision Style Emerge at the Expert Tier (10 citations)
  8. More than just a game: Informal learning benefits and multidimensional wellbeing in game‑based leisure among older adults in Taiwan
  9. When social approach meets social avoidance: Social motivation and internet gaming disorder from variable-centered and person-centered perspectives
  10. Adolescent digital gaming and why it still matters
  11. Beyond Entertainment: How Therapeutic Video Games Are Becoming Prescription Medicine for Mental Health
  12. Life Satisfaction and Mindfulness in Esports-Involved Gamers in Türkiye: Parallel Mediation of Problematic Online Gaming and Maladaptive Daydreaming
  13. Enhancing Communication in Speech Therapy: Exploring the Cognitive Synergy Between Gesture and Speech
  14. Psychometric properties of the 7-item game addiction scale among Ghanaian university students
  15. Cognitive and social drivers of online gaming: impact of anticipated enjoyment, subjective norms, and moral foundations on gaming addiction among youth
  16. Gaming Disorder Risk, Gaming Time, and Student Life Satisfaction Among Japanese Students: A Pilot Cross-Sectional Study Using the GADIS-A
  17. Cognitive Behavioral Therapy vs Media Literacy for Prevention of Gaming Disorder and Unspecified Internet Use Disorder
  18. The associations between parental gaming attributes and the behavioral intention to reduce gaming time among Chinese adolescents who self-perceived as having internet gaming disorder: mediations via positive outcome expectancy
  19. The Preliminary Efficacy and Feasibility of SMILE Serious Game for Adolescents and Young Adults: Protocol for Cluster Randomized Multisite Adaptive Trial Design
  20. Development and validation of the Parent Proxy Measure for Gaming Disorder Among Young Children (PPM-GD-YC)
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L3 Region - - 2026 Sep Q3

Impact of Technology on Adolescents

33 papers
0.4 avg cites

Top Topics (10)

Impact of Technology on Adolescents18
Bullying, Victimization, and Aggression3
Sport Psychology and Performance2
Digital Mental Health Interventions2
Mind wandering and attention2
Down syndrome and intellectual disability research1
Technology Use by Older Adults1
Human-Computer Interaction1
Gambling Behavior and Treatments1
Motivation and Self-Concept in Sports1

Top Publications (20)

1.Post-gaming return to reality: a key factor in predicting the positive and negative outcomes of escapism4c2.Collaborative play in a mentalisation-based serious game for adults with intellectual disabilities3.Validating the Gaming Disorder Identification Test in English, Chinese, Dutch and Indonesian4.Impact of online mobile violent video game playing among school going early adolescent children: An analysis of aggressive behaviour, psychosocial well-being, sleep and academic outcomes5.Association of gaming with international student’s mental health and well-being at Georgian universities6.Conditional by Design: Sex Differences in Chess Middlegame Decision Style Emerge at the Expert Tier10c7.Conditional by Design: Sex Differences in Chess Middlegame Decision Style Emerge at the Expert Tier10c8.More than just a game: Informal learning benefits and multidimensional wellbeing in game‑based leisure among older adults in Taiwan9.When social approach meets social avoidance: Social motivation and internet gaming disorder from variable-centered and person-centered perspectives10.Adolescent digital gaming and why it still matters11.Beyond Entertainment: How Therapeutic Video Games Are Becoming Prescription Medicine for Mental Health12.Life Satisfaction and Mindfulness in Esports-Involved Gamers in Türkiye: Parallel Mediation of Problematic Online Gaming and Maladaptive Daydreaming13.Enhancing Communication in Speech Therapy: Exploring the Cognitive Synergy Between Gesture and Speech14.Psychometric properties of the 7-item game addiction scale among Ghanaian university students15.Cognitive and social drivers of online gaming: impact of anticipated enjoyment, subjective norms, and moral foundations on gaming addiction among youth16.Gaming Disorder Risk, Gaming Time, and Student Life Satisfaction Among Japanese Students: A Pilot Cross-Sectional Study Using the GADIS-A17.Cognitive Behavioral Therapy vs Media Literacy for Prevention of Gaming Disorder and Unspecified Internet Use Disorder18.The associations between parental gaming attributes and the behavioral intention to reduce gaming time among Chinese adolescents who self-perceived as having internet gaming disorder: mediations via positive outcome expectancy19.The Preliminary Efficacy and Feasibility of SMILE Serious Game for Adolescents and Young Adults: Protocol for Cluster Randomized Multisite Adaptive Trial Design20.Development and validation of the Parent Proxy Measure for Gaming Disorder Among Young Children (PPM-GD-YC)
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