Trends in youth’s videogame playing, overall computer use, and communication technology use: The impact of self-esteem and the Big Five personality factors
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Self-esteem at baseline was negatively associated with subsequent frequency of videogame use.
“This study found that self-esteem at baseline was negatively associated with subsequent frequency of videogame use.”
From The relationship between screen time and mental health in young people: A systematic review of longitudinal studies (2021) · cites this paper as Witt et al., 2011
Adolescents who had higher self-esteem at baseline reported greater frequency of computer use over a subsequent three-year period.
“Another study found that adolescents who had higher self-esteem at baseline reported greater frequency of computer use over a subsequent three-year period (Witt et al., 2011).”
From The relationship between screen time and mental health in young people: A systematic review of longitudinal studies (2021) · cites this paper as Witt et al., 2011
There was no association between baseline self-esteem and subsequent use of screens for the purpose of communication.
“The authors found no association between these variables.”
From The relationship between screen time and mental health in young people: A systematic review of longitudinal studies (2021) · cites this paper as Witt et al., 2011
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References 33 · Cited by 108
- Authors
- Witt, E. A., Massman, A. J., & Jackson, L. A.
- Affiliations
- Michigan State University (US)
- Corresponding author
- Witt, Edward A.
- ORCID
- Witt, Edward A.
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2011-03
- Volume
- 27
- Issue
- 2
- Pages
- 763-769
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W2044714473
- Cited by
- 108
- References
- 33
- Citations by year
- 2025: 6 · 2024: 7 · 2023: 5 · 2022: 6 · 2021: 9 · 2020: 9 · 2019: 9 · 2018: 10 · 2017: 8 · 2016: 5 · 2015: 11 · 2014: 11 · 2013: 6 · 2012: 4
- FWCI
- 12.44
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers in Human Behavior (publishedVersion)
- Funders
- National Science Foundation
- Topics
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Education › Child Development and Digital Technology
- Social Sciences › Gender Studies › Gender and Technology in Education
- Keywords
- youth, video gaming, computer use, communication technology use, self-esteem, Big Five personality traits, longitudinal trends, individual differences, sociodemographic predictors, parental income, gender differences, ethnicity
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