Research Article

Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood

Table 1

Results of multilevel model predicting video gaming habits from study variables.

Days/week playedSchool/work day hours/day playedNonschool/work day hours/day playedProblem play (PVGP)

Year-level variables:

Age (linear)1.86***1.51***1.37**0.42***
Age (quadratic)−1.37***−0.59a−0.99*−0.29*
Caffeinated drinks/day0.27**0.29**0.36**−0.06
Caffeine problem use−0.060.02−0.040.18***
Soda/junk food consumption0.65***0.32***0.68***0.18***
Attending 2yr or 4yr college0.02−0.14*−0.080.01
Holding full-time job0.04−0.15*−0.170.02
Living in student housing−0.080.003−0.050.01
Living away from home−0.20*−0.13−0.04−0.03

Participant-level variables:

Race: Black0.27* 0.29+0.41**−0.02
Race: Latino0.65***0.64***0.64***0.11*
Race: Asian0.110.01−0.020.11*
Race: Other/multiracial0.41***0.41**0.50***−0.03
Gender: Female−0.71***−0.59***−0.61***−0.17***
Personality: Sensation-seeking0.180.260.210.04
Personality: Shyness0.070.090.120.09*
Personality: Sociability0.140.190.020.04
Age at time of interview−0.03−0.20−0.15−0.05

Model characteristics:

Intraclass correlation0.480.450.550.67
-squared within0.12*** 0.17*** 0.13*** 0.09***
-squared between0.14*** 0.08*** 0.08*** 0.07***

CFI and TLI > .999, RMSEA and SRMR < .001. Coefficients are standardized. Because model fit statistics, intraclass correlations, and -squared values are not available in MPlus for models including count dependent variables, these model fit statistics and the italicized -squared values are taken from an alternative model (also run using MPlus) in which days played and hours/day played were specified as continuous dependent variables. , , , and . aThis coefficient was significant in models that did not include life-course indicators.