Digital Wellbeing (digital-wellbeing)

Digital Wellbeing

digital-wellbeing

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A group of scholars in the social and psychological sciences studying well-being in the context of digital environments

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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).

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gametime

Data and code supporting our study examining the cross-sectional correlation between video game play and well-being

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pws-data

Code used to process the raw PowerWash Simulator study dataset

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fb-wb

Code used in analysing association between facebook use and well-being

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cultural-consumption

Investigates the relation between use of different media and well-being over a six-week period.

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gametime-anger

Secondary data analysis of Vuorre et al. (2021) looking at game time effects on feelings of anger.

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global-wbmh

Code supporting our work "Global well-being and mental health in the internet age (Vuorre & Przybylski)"

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gwp-multiverse

Manuscript reporting a multiverse analysis of the associations between internet use and well-being

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O-ACE-POP

Data and code supporting "An Online Cultural Experience for Mental Health in People Aged 16-24 Compared to a Typical Museum Website: A Randomised Controlled Trial"

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paradigm-comments

Commentary on proposed new paradigm(s) in social media effects research

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smartphone-use

Subjective, objective, and accurate social media use, individual differences, motivational states, and well-being.

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standard-stingray

Squared tasks of attention control (Burgoyne et al., 2023) in jsPsych

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steam-lockdown

How has gaming changed during lockdown? Analysis of Steam engagement data

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timetrends

Temporal trends in associations between well-being and digital technology use

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