Cited by 29Impact of Technology on AdolescentsDigital Games and MediaChild Development and Digital Technology

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

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Skripkauskaite, Simona, Fazel, Mina, the OxWell Study Team·2022·JMIR Pediatrics and Parenting

Abstract

Background: The shift in the last decades to screen-based and increasingly web-based 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 how best to identify what degree or context of gaming may be a cause for concern. Objective: This study aimed to classify adolescents into gamer profiles based on both gaming behaviors and well-being. Once we distinguished the different gamer 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 or consoles, time spent playing games on mobile phones, the Game Addiction Scale, and the Warwick-Edinburgh Mental Well-being Scale were used to classify adolescent heavy gamers (playing games for at least 3.5 hours a day) using latent profile analysis. We used multinomial logistic regression analysis to predict the profile membership based on a range of personal characteristics and experiences. Results: In total, 12,725 participants answered the OxWell gaming questions. Almost one-third (3970/12,725, 31.2%) indicated that they play games 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 latent profile analysis distinguished 6 profiles of adolescent heavy gamers: adaptive computer gamers (1747/3970, 44%); casual computer gamers (873/3970, 22%); casual phone gamers (595/3970, 15%); unknown device gamers (476/3970, 12%); maladaptive computer gamers (238/3970, 6%); and maladaptive phone gamers (79/3970, 2%). In comparison with adaptive computer gamers, maladaptive phone gamers were mostly female (odds ratio [OR] 0.08, 95% CI 0.03-0.21) and were more likely to have experienced abuse or neglect (OR 3.18, 95% CI 1.34-7.55). Maladaptive computer gamers, who reported gaming both on their mobile phones and on the computer, were mostly male and more likely to report anxiety (OR 2.25, 95% CI 1.23-4.12), aggressive behavior (OR 2.83, 95% CI 1.65-4.88), and web-based gambling (OR 2.18, 95% CI 1.24-3.81). Conclusions: A substantial number of adolescents are spending ≥3.5 hours gaming each day, with almost 1 in 10 (317/3970, 8%) reporting co-occurring gaming and well-being issues. Long hours gaming using mobile phones, particularly common in female gamers, may signal poorer functioning and indicate a need for additional support. Although increased time gaming might be changing how adolescents spend their free time and might thus have public health implications, it does not seem to relate to co-occurring well-being issues or mental ill-health for the majority of adolescent gamers.

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  • In the U.K., 31.2% of the teens surveyed were gaming at least 3.5 hours per week.

    “Skripkauskaite and Fazel (2022) found that in the U.K., 31.2% of the teens they surveyed were gaming at least 3.5 hours per week.”

    From Extracurricular Video Game Use and Academic Achievement: A Systematic Literature Review (2026) · cites this paper as Skripkauskaite and Fazel (2022)

    The Discussion’s Principal Findings report that 31.2% (3970/12,725) of students who answered the gaming-time question played for at least 3.5 hours per day, not per week. The percentage matches, but the citing sentence changes the time period and omits the restriction to students who answered that question. (LLM, conf=0.90)

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Authors
Skripkauskaite, S., Fazel, M., & the OxWell Study Team
Affiliations
University of Oxford (GB)
Venue
JMIR Pediatrics and Parenting
Published
2022-11-18
Volume
5
Issue
4
Pages
e41480
ISSN
2561-6722 (ISSN-L)
OpenAlex
W4309465116
Cited by
29
References
16
Citations by year
2026: 9 · 2025: 14 · 2024: 4 · 2023: 1 · 2022: 1
FWCI
6.33
Type
journal article
Language
en
Open access
Licence
cc-by
Locations
  • JMIR Pediatrics and Parenting (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • LSHTM Research Online (London School of Hygiene and Tropical Medicine) (acceptedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
  • Minerva Access (University of Melbourne) (submittedVersion, cc-by)
  • Oxford University Research Archive (ORA) (University of Oxford) (submittedVersion, cc-by)
Funders
  • London School of Hygiene and Tropical Medicine
  • National Institute for Health and Care Research
  • Department of Health and Social Care
  • University of Oxford
  • University of Melbourne
  • Oxford Health NHS Foundation Trust
Topics
  • Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Education › Child Development and Digital Technology
Keywords
adolescent gaming, gaming addiction, gaming time, mobile gaming, computer gaming, gamer profiles, psychological well-being, abuse and neglect, risk identification, school students, gender differences, child development, England, United Kingdom

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