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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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.

论文关键词:Technology,Youth,Individual differences,Socio-demographic characteristics,Longitudinal

论文评审过程:Available online 19 November 2010.

论文官网地址:https://doi.org/10.1016/j.chb.2010.10.025