Digital Wellbeing's repositories
gametime-longitudinal
Data and code required to reproduce all analyses reported in our manuscript, Time spent playing video games is unlikely to impact well-being (Vuorre, Johannes, Magnusson, & Przybylski, 2021).
cultural-consumption
Investigates the relation between use of different media and well-being over a six-week period.
gametime-anger
Secondary data analysis of Vuorre et al. (2021) looking at game time effects on feelings of anger.
global-wbmh
Code supporting our work "Global well-being and mental health in the internet age (Vuorre & Przybylski)"
gwp-multiverse
Manuscript reporting a multiverse analysis of the associations between internet use and well-being
paradigm-comments
Commentary on proposed new paradigm(s) in social media effects research
smartphone-use
Subjective, objective, and accurate social media use, individual differences, motivational states, and well-being.
standard-stingray
Squared tasks of attention control (Burgoyne et al., 2023) in jsPsych
steam-lockdown
How has gaming changed during lockdown? Analysis of Steam engagement data
timetrends
Temporal trends in associations between well-being and digital technology use