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Video game playtime and distress- and wellbeing-related associations over time: an experience sampling method study

Gawlick, Dennis (2021) Video game playtime and distress- and wellbeing-related associations over time: an experience sampling method study.

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Abstract:Playing video games is an increasingly popular phenomenon especially among children and young adults. Past cross-sectional research has mainly examined the negative mental effects of gaming, whereas recent research also suggests potential positive wellbeing-related outcomes gained through gaming. Also, less emphasis has been put on exploring longitudinal within-person associations between video game playtime and distress- and wellbeing-related constructs over time. Playing more than usual revaled moderate effects on several distress- and wellbeing-related variables in specific gaming contexts. The study highlights the importance of examining time-varying contextual factors of gaming.
Item Type:Essay (Master)
Faculty:BMS: Behavioural, Management and Social Sciences
Subject:77 psychology
Programme:Psychology MSc (66604)
Link to this item:https://purl.utwente.nl/essays/87660
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