Awareness in the Age of Screens: A Comparative Analytical Study of Mindfulness and Digital Gaming Patterns Among Adolescents
Yahya M. Khatatbeh
Department of Psychology, College of Social Sciences, Imam Mohammad Ibn Saud Islamic University (IMSIU), Riyadh, Saudi Arabia,
https://orcid.org/0000-0002-0579-3949
Bandar S. Alzahrain
Department of Psychology, College of Social Sciences, Imam Mohammad Ibn Saud Islamic University (IMSIU), Riyadh, Saudi Arabia, ORCID: https://orcid.org/0009-0002-4785-4225
https://orcid.org/0009-0002-4785-4225
Download Full-Text (PDF)

Keywords

Mindfulness
Adolescents
Digital gaming intensity
Game type
Gaming behavior
ANOVA analysis

How to Cite

Khatatbeh, Y., & Alzahrain, B. (2026). Awareness in the Age of Screens: A Comparative Analytical Study of Mindfulness and Digital Gaming Patterns Among Adolescents. Journal of Culture and Values in Education, 9(3), 203-221. https://doi.org/10.46303/jcve.2026.46

Abstract

The increasing prevalence of digital gaming among adolescents has raised concerns regarding its potential impact on attentional regulation and mindfulness. However, existing research remains inconsistent and theoretically fragmented, particularly in integrating demographic characteristics with behavioral gaming patterns. This study examines how gaming intensity and play-style, alongside demographic factors, relate to mindfulness among adolescents. A cross-sectional design was employed with a sample of 373 adolescents. Mindfulness was assessed using the Clinical Assessment of Mindfulness in Children and Adolescents (CAMM). Multiple linear regression was conducted to identify significant predictors of mindfulness, while two-way factorial ANOVAs examined the effects of gaming intensity (daily hours, weekly frequency) and play-style (device type, game type). The regression model was significant (F(6, 366) = 3.135, p = .005; R² = .045). Gender (p = .044), perceived socioeconomic status (p < .001), and game type (p = .037) were significant predictors. Lower mindfulness scores were observed among participants who engaged in ≥5 hours of gaming per day. Weekly gaming frequency was not significant independently but showed a significant interaction with daily gaming duration. Device type was not a significant factor. These findings indicate that gaming-related variables exert modest effects on mindfulness, suggesting that adolescent attentional regulation is more strongly influenced by broader psychosocial factors.

Download Full-Text (PDF)
Creative Commons License

This work is licensed under a Creative Commons Attribution 4.0 International License.

Downloads

Download data is not yet available.