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Accepted for/Published in: JMIR Pediatrics and Parenting

Date Submitted: Jul 27, 2022
Open Peer Review Period: Jul 27, 2022 - Sep 21, 2022
Date Accepted: Oct 5, 2022
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

Time Spent Gaming, Device Type, Addiction Scores, and Well-being of Adolescent English Gamers in the 2021 OxWell Survey: Latent Profile Analysis

Skripkauskaite S, Fazel M, the OxWell Study Team

Time Spent Gaming, Device Type, Addiction Scores, and Well-being of Adolescent English Gamers in the 2021 OxWell Survey: Latent Profile Analysis

JMIR Pediatr Parent 2022;5(4):e41480

DOI: 10.2196/41480

PMID: 36399378

PMCID: 9719061

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Profiles of Adolescent English Gamers: exploring the interplay between time spent gaming, device type, addiction scores, and well-being

  • Simona Skripkauskaite; 
  • Mina Fazel; 
  • the OxWell Study Team

ABSTRACT

Background:

The shift in the last decades to screen-based and increasingly online 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 on how to best identify what degree or context of gaming may be a cause for concern.

Objective:

The present study aimed to classify adolescents into gamer profiles based on both gaming behaviours and well-being. Once we distinguished the different gaming 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.

Methods:

We 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/consoles, time spent playing games on phones, gaming addiction scale (GAS) scores, and well-being scores (WEMWBS) were used to classify adolescent heavy gamers (playing games for at least 3.5 hours a day) into different gamer profiles using Latent Profile Analysis (LPA). We used multinomial logistic regression to the predict the profile membership based on a range of personal characteristics and experiences.

Results:

12,725 participants answered the OxWell gaming questions. One third indicated that they play games on an electronic device 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 LPA distinguished six profiles of adolescent heavy gamers: ‘adaptive computer gamers’ (44%), ‘casual computer gamers’ (22%), ‘casual phone gamers’ (15%), ‘unknown device gamers’ (12%), ‘maladaptive computer gamers’ (6%), and ‘maladaptive phone gamers’ (2%). In comparison to ‘adaptive computer gamers’, ‘maladaptive phone gamers’ were mostly female and were more likely to have experienced abuse or neglect. ‘Maladaptive computer gamers’, who reported gaming both on their phones and on the computer, were mostly male and more likely to report anxiety, aggressive behaviour, and online gambling.

Conclusions:

A substantial number of school-aged children are spending more than 3.5 hours gaming each day with almost one in ten (8%) reporting co-occurring gaming and well-being issues. Long hours gaming using mobile phones, particularly common in females, may signal poorer functioning and indicate a need for additional support. Although increased time gaming might be changing how the adolescent population spend their free time and, might thus have public health implications, it does not appear to relate to co-occurring well-being issues or mental ill-health for the majority of adolescent gamers.


 Citation

Please cite as:

Skripkauskaite S, Fazel M, the OxWell Study Team

Time Spent Gaming, Device Type, Addiction Scores, and Well-being of Adolescent English Gamers in the 2021 OxWell Survey: Latent Profile Analysis

JMIR Pediatr Parent 2022;5(4):e41480

DOI: 10.2196/41480

PMID: 36399378

PMCID: 9719061

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