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Trends in youth's videogame playing, overall computer use, and communication technology use: The impact of self-esteem and the Big Five personality factors

机译:青少年视频游戏玩法,整体计算机使用和通信技术使用的趋势:自尊和五大个性因素的影响

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摘要

The objective of the current research is to model trends in video game playing, overall computer use, and communication technology use in a longitudinal sample of youths, aged 11-16 over a 3-year interval. In addition, individual difference characteristics that may be predictive of these trends were included, namely, socio-demographic characteristics (gender, ethnicity, and parental income) and personality characteristics (self-esteem, the Big Five personality factors). Findings suggested that youth increased their overall computer and communication technology use but decreased their videogame playing over time. Many individual differences predicted mean levels of these technologies with fewer predicting slopes. Conclusions, implications, and limitations are discussed.
机译:当前研究的目的是在3年的时间间隔内,对11至16岁的青少年纵向样本中的视频游戏玩法,整体计算机使用和通信技术使用趋势进行建模。此外,还包括可以预测这些趋势的个体差异特征,即社会人口特征(性别,种族和父母收入)和人格特征(自尊,五大人格因素)。研究结果表明,随着时间的流逝,青年人增加了计算机和通信技术的整体使用率,但减少了他们的视频游戏玩法。许多个体差异以较少的预测斜率来预测这些技术的平均水平。结论,含义和局限性进行了讨论。

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