ArticleJMIR pediatrics and parenting2022
Time Spent Gaming, Device Type, Addiction Scores, and Well-being of Adolescent English Gamers in the 2021 OxWell Survey: Latent Profile Analysis.
Article in JMIR pediatrics and parenting, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers.
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Who cites it
10 citing papers in PubMed.
- Conflicted and healthy behavioural profiles in adolescents: a latent profile analysis of traditional sports attitude, physical activity attitude, and digital game addiction.BMC public health · 2026Article
- The Relationship Between Digital Game Addiction, Computational Thinking Skills, and Well-Being of Middle School Children With and Without Congenital Heart Disease.Children (Basel, Switzerland) · 2026Article
- Gambling-like gaming, offline leisure, and help-seeking in problematic gaming among Flemish adolescents: a three-wave longitudinal study.Frontiers in psychology · 2026Article
- Interpersonal capitalization in esports enhances players' psychological resources and well-being.Scientific reports · 2025Article
- Difficulties in Emotion Regulation as a Mediator and Gender as a Moderator in the Relationship Between Problematic Digital Gaming and Life Satisfaction Among Adolescents.Behavioral sciences (Basel, Switzerland) · 2025Article
- What's About Adolescent Online Gamers' Mental Health? Psychological and Cortisol-Stress-System Outcomes in Childhood and Adolescence: A Prospective Longitudinal Case-Control Study.Health science reports · 2025Article
- A pilot study of a dyadic ecological momentary assessment of parents' negative emotional states and adolescents' gaming duration.Journal of behavioral addictions · 2025Article
- Technology Addiction: Effects of Electronic Games and Social Media Use on Academic Performance and Symptoms of Psychiatric Disorders Among School-Age Adolescents.Health science reports · 2025Article
- Influence of parental mediation and social skills on adolescents' use of online video games for escapism: A cross-sectional study.Journal of research on adolescence : the official journal of the Society for Research on Adolescence · 2024Article
- Do Patterns of Adolescent Participation in Arts, Culture and Entertainment Activities Predict Later Wellbeing? A Latent Class Analysis.Journal of youth and adolescence · 2024Article
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3 authors.
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Abstract
backgroundThe shift in the last decades to screen-based and increasingly web-based gaming activity has raised concerns about its impact on the development of children and adolescents. Despite decades of research into gaming and related psychosocial effects, the question remains how best to identify what degree or context of gaming may be a cause for concern.
objectiveThis study aimed to classify adolescents into gamer profiles based on both gaming behaviors and well-being. Once we distinguished the different gamer profiles, we aimed to explore whether membership to a specific profile could be predicted based on a range of personal characteristics and experiences that could then help identify those at risk.
methodsWe explored gaming and well-being in an adolescent school population (aged 12-18 years) in England as part of the 2021 OxWell student survey. Self-report measures of time spent playing games on computers or consoles, time spent playing games on mobile phones, the Game Addiction Scale, and the Warwick-Edinburgh Mental Well-being Scale were used to classify adolescent heavy gamers (playing games for at least 3.5 hours a day) using latent profile analysis. We used multinomial logistic regression analysis to predict the profile membership based on a range of personal characteristics and experiences.
resultsIn total, 12,725 participants answered the OxWell gaming questions. Almost one-third (3970/12,725, 31.2%) indicated that they play games for at least 3.5 hours a day. The correlation between time spent playing video games overall and well-being was not significant (P=.41). The latent profile analysis distinguished 6 profiles of adolescent heavy gamers: adaptive computer gamers (1747/3970, 44%); casual computer gamers (873/3970, 22%); casual phone gamers (595/3970, 15%); unknown device gamers (476/3970, 12%); maladaptive computer gamers (238/3970, 6%); and maladaptive phone gamers (79/3970, 2%). In comparison with adaptive computer gamers, maladaptive phone gamers were mostly female (odds ratio [OR] 0.08, 95% CI 0.03-0.21) and were more likely to have experienced abuse or neglect (OR 3.18, 95% CI 1.34-7.55). Maladaptive computer gamers, who reported gaming both on their mobile phones and on the computer, were mostly male and more likely to report anxiety (OR 2.25, 95% CI 1.23-4.12), aggressive behavior (OR 2.83, 95% CI 1.65-4.88), and web-based gambling (OR 2.18, 95% CI 1.24-3.81).
conclusionsA substantial number of adolescents are spending ≥3.5 hours gaming each day, with almost 1 in 10 (317/3970, 8%) reporting co-occurring gaming and well-being issues. Long hours gaming using mobile phones, particularly common in female gamers, may signal poorer functioning and indicate a need for additional support. Although increased time gaming might be changing how adolescents spend their free time and might thus have public health implications, it does not seem to relate to co-occurring well-being issues or mental ill-health for the majority of adolescent gamers.
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