://osf.io/scp7e

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language:engHow much is too much? curvilinear association between overall time spent video gaming with mental health and wellbeing
https://osf.io/scp7e
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dcterms:created
2024-10-16
dcterms:dateCopyrighted
2021
dcterms:description
language:engPlan is to model a cubic function assessing the association between hours spent playing video games reported in the past week by participants in Wave 14 of the NZAVS. Assumes that the reported hours in the past week represents a sample of hours people typically spend playing per week. Will look at DVs relating to mental health and wellbeing: Kessler6, Satisfaction with Life, Meaning in Life, Self-Esteem, Personal Wellbeing Index, Short-Form Health.
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https://doi.org/10.17605/OSF.IO/SCP7E
https://osf.io/scp7e
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eng
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2024-10-16
dcterms:title
language:engHow much is too much? curvilinear association between overall time spent video gaming with mental health and wellbeing
osf:keyword
Technical Documentation
Supplementary Materials
Statistical Syntax
NZAVS
New Zealand Attitudes and Values Study
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://osf.io/75snb

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dcterms:created
2018-07-23
dcterms:dateCopyrighted
2021
dcterms:identifier
https://osf.io/75snb
https://doi.org/10.17605/OSF.IO/75SNB
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://osf.io/4e7hn

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Gaming Hours Pre-reg.pdf
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dcterms:created
2024-10-16
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https://osf.io/4e7hn
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2024-10-16
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Gaming Hours Pre-reg.pdf
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/Archive of OSF Storage/Supplementary Materials for Review/Gaming Hours Curvilinear/Gaming Hours Pre-reg.pdf
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?revision=1

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2024-10-16
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language:engHow much is too much? curvilinear association between overall time spent video gaming with mental health and wellbeing
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