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                <identifier>ezaposleni.singidunum.ac.rs/rest/sciNaucniRezultati/oai:2:11397</identifier>
                <datestamp>2025-05-05T13:13:00Z</datestamp>
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                    <dim:field mdschema="dc" element="title" lang="en">Frequency of playing video games among students and the most frequently used media</dim:field>
                    <dim:field mdschema="dc" element="date" qualifier="issued">2025</dim:field>
                    <dim:field mdschema="dc" element="identifier" qualifier="uri">http://ezaposleni.singidunum.ac.rs/rest/sciNaucniRezultati/oai/record/2/11397</dim:field>
                    <dim:field mdschema="dc" element="identifier" qualifier="uri">https://anale.spiruharet.ro/economics/issue/view/169/255</dim:field>
                    <dim:field mdschema="dc" element="contributor" qualifier="author" authority="orcid::0000-0002-8393-2158" confidence="-1">М. Чоловић</dim:field>
                    <dim:field mdschema="dc" element="contributor" qualifier="author" authority="orcid::0000-0002-5488-0256" confidence="-1">V. Mitić</dim:field>
                    <dim:field mdschema="dc" element="contributor" qualifier="author" authority="etfid:758" confidence="-1">Г. Никић</dim:field>
                    <dim:field mdschema="dc" element="description" qualifier="abstract">Video games are an easily accessible medium that most adolescents prefer and  choose  as  their  favorite  way  of  activities  and  entertainment.  Current  research  determines  whether  playing  video  games  by  adolescents  is  good  or  bad, as it can affect the development different types of abilities that can lead to better success in school or possibly, due to excessive use, can have the totaly opposite effect. It also examines whether there are differences in the examined phenomena between adolescents of different gender and age, as well as what is the dominant type of media through which these games are played. The sample consisted  of  400  adolescents  aged  12  to  19.  The  research  was  conducted  online  through  Google  forms.  Data  were  processed  in  the  SPPS  program,  using appropriate techniques. The results showed that male adolescents played video  games  more  often  than  girls,  as  well  as  older  adolescents  compared  to  younger  ones.  However,  younger  adolescents  who  play  video  games  perform better  in  school.  Mobile  phones  are  the  most  commonly  used  medium  for  playing  video  games.  The  implications  of  the  results  are  reflected  in  the  provision  of  relevant  information  to  economic  entities  present  in  the  video  game  market  in  order  to  more  successfully  develop  appropriate  video  games  and attract more customers. Also, educational institutions may consider ways in  which  video  games  could  be  used  in  teaching,  given  that  they  provide  a  number of benefits over traditional ways of learning. Subsequent research can be extended to the adult population, to explore if they have a higher frequency of  playing  video  games,  as  well  as  whether  and  how  much  they  contribute  to  their success in the workplace.</dim:field>
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                    <dim:field mdschema="dc" element="identifier" qualifier="doi">https://doi.org/10.26458/25126</dim:field>
                    <dim:field mdschema="dc" element="citation" qualifier="volume">25</dim:field>
                    <dim:field mdschema="dc" element="citation" qualifier="issue">1</dim:field>
                    <dim:field mdschema="dc" element="citation" qualifier="spage">529</dim:field>
                    <dim:field mdschema="dc" element="citation" qualifier="epage">543</dim:field>
                    <dim:field mdschema="dc" element="identifier" qualifier="issn">2393-1795</dim:field>
                    <dim:field mdschema="dc" element="source">Annals of Spiru Haret University. Economic Series</dim:field>
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