Personality and self reported mobile phone use
Computers in Human Behavior
Computers in Human Behavior
An investigation of Big Five and narrow personality traits in relation to Internet usage
Computers in Human Behavior
Video gameplay, personality and academic performance
Computers & Education
The relationship between video game use and a performance-based measure of persistence
Computers & Education
Computers in Human Behavior
Does technology empower urban youth? The relationship of technology use to self-efficacy
Computers & Education
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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.