MetHOD: A total of 110 subjects (11 to 17 years of age) from local
schools participated. Time spent on television, video gaming and nongaming
recreational computer activities was measured. Addictive features
of computer/gaming station use were ascertained, along with
emotional/behavioural functioning. Multiple linear regressions were
used to understand how youth functioning varied with time of use and
addictive features of use.