Published on in Vol 5, No 4 (2022): Oct-Dec

This is a member publication of University of Oxford (Jisc)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/41480, first published .
Time Spent Gaming, Device Type, Addiction Scores, and Well-being of Adolescent English Gamers in the 2021 OxWell Survey: Latent Profile Analysis

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

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

Journals

  1. Infanti A, Valls-Serrano C, Perales J, Vögele C, Billieux J. Gaming passion contributes to the definition and identification of problematic gaming. Addictive Behaviors 2023;147:107805 View
  2. SERT U, SARITEPECİ M. PREDICTIVE RELATIONSHIPS RELATED TO THE LEVELS OF CYBERLOAFING IN THE EDUCATIONAL SETTINGS AND GAME ADDICTION OF UNIVERSITY STUDENTS. Eğitim Teknolojisi Kuram ve Uygulama 2024;14(1):89 View
  3. Thornton E, Petersen K, Marquez J, Humphrey N. Do Patterns of Adolescent Participation in Arts, Culture and Entertainment Activities Predict Later Wellbeing? A Latent Class Analysis. Journal of Youth and Adolescence 2024;53(6):1396 View