A systematic review and meta-analysis of discrepancies between logged and self-reported digital media use

DA Parry, BI Davidson, CJR Sewall, JT Fisher… - Nature Human …, 2021 - nature.com
There is widespread public and academic interest in understanding the uses and effects of
digital media. Scholars primarily use self-report measures of the quantity or duration of …

What is a true gamer? The male gamer stereotype and the marginalization of women in video game culture

B Paaßen, T Morgenroth, M Stratemeyer - Sex Roles, 2017 - Springer
Women and men play video games in approximately equal numbers. Despite this similarity,
video gaming is still strongly associated with men. A common justification for this stereotype …

Studying the digital: Directions and challenges for digital methods

KN Hampton - Annual Review of Sociology, 2017 - annualreviews.org
The methodological tool chest available to those who study digital technologies ranges from
those that are uniquely digital methods to approaches that are well established in the social …

Time spent playing video games is unlikely to impact well-being

M Vuorre, N Johannes… - Royal Society …, 2022 - royalsocietypublishing.org
Video games are a massively popular form of entertainment, socializing, cooperation and
competition. Games' ubiquity fuels fears that they cause poor mental health, and major …

How much time do you spend online? Understanding and improving the accuracy of self-reported measures of internet use

T Araujo, A Wonneberger, P Neijens… - … Methods and Measures, 2017 - Taylor & Francis
Given the importance of survey measures of online media use for communication research,
it is crucial to assess and improve their quality, in particular because the increasingly …

How psychosocial well-being and usage amount predict inaccuracies in retrospective estimates of digital technology use

CJR Sewall, TM Bear, J Merranko… - Mobile Media & …, 2020 - journals.sagepub.com
Using Apple's Screen Time application to obtain reported actual iPhone and social media
(SM) use, we examined the accuracy of retrospective estimates of usage, how inaccuracies …

[HTML][HTML] Associations between attention deficit hyperactivity and internet gaming disorder symptoms: Is there consistency across types of symptoms, gender and …

V Stavropoulos, BLM Adams, CL Beard… - Addictive Behaviors …, 2019 - Elsevier
Background Videogame addiction has been suggested as a tentative disorder in 2013 by
the American Psychiatric Association (APA) and was recently officially recognized as a …

A longitudinal study of adolescents' pornography use frequency, motivations, and problematic use before and during the COVID-19 pandemic

B Bőthe, MP Vaillancourt-Morel, J Dion… - Archives of Sexual …, 2022 - Springer
Since the beginning of the COVID-19 pandemic, an increase in pornography use has been
reported based on cross-sectional findings, raising concerns about associated adverse …

Video games and board games: Effects of playing practice on cognition

L Martinez, M Gimenes, E Lambert - PLoS One, 2023 - journals.plos.org
The worldwide popularity of playing practices has led to a growing research interest in
games' impact on behavior and cognition. Many studies have already reported the benefits …

Do men advance faster than women? Debunking the gender performance gap in two massively multiplayer online games

C Shen, R Ratan, YD Cai… - Journal of Computer …, 2016 - academic.oup.com
Prior research on digital games illustrates a perceived gender gap in participation and
performance, suggesting men as playing more and better than women. This article …