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The novelty of the present study was to interpret the relation of the videogame usage in teenagers' behaviors and their performance in schools and distinctive environments. Methods: A total of 508 male and female teenage students were randomly selected from secondary schools of Tehran, the Capital of Iran. The designed questionnaire was completed by student's parents at the end of school year. School performance and students' behavior and pattern of using videogames were asked. Descriptive statistics, Contingency coefficient and chi-squared tests were used for data analysis
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