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](https://asset.jmir.pub/assets/502cd081564bb1b472fed898a7c62653.png 480w,https://asset.jmir.pub/assets/502cd081564bb1b472fed898a7c62653.png 960w,https://asset.jmir.pub/assets/502cd081564bb1b472fed898a7c62653.png 1920w,https://asset.jmir.pub/assets/502cd081564bb1b472fed898a7c62653.png 2500w)
Journals
- 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
- 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
- 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