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. 2022 May 4;5(2):e35540. doi: 10.2196/35540

Table 3.

Distribution of technology behaviors included in the latent class analysis in the 2-class model (N=3981).

Variable Class 1 (n=2501; %) Class 2 (n=1480; %) P value
Family device ownership

Television 98.4 a 89.1 <.001

Computer 85.9 78.8 <.001

Tablet 74.9 68 <.001

Video game console 80.8 72.2 <.001

Smartphone with internet access 94.8 79.4 <.001

VRb devices (such as Samsung Gear VR and Oculus) 15.9 28.1 <.001

Wearable devices (such as smartwatches and fitness trackers) 34.4 32.2 .15

Personal assistants (such as Alexa and Google Home) 33.9 34.3 .78
Adolescent device ownership

Television 57.2 63.4 <.001

Computer 40.7 54.5 <.001

Tablet 41.3 46.8 <.001

Video game console 48.5 53.1 .005

Smartphone with internet access 83.2 69.7 <.001

VR devices (such as Samsung Gear VR and Oculus) 6.8 18.5 <.001

Wearable devices (such as smartwatches and fitness trackers) 13.4 18.2 <.001

Personal assistants (such as Alexa and Google Home) 8.9 11.8 .003
Adolescent device access in bedroom

Television 71.8 69.2 .08

Computer 37.9 52.4 <.001

Tablet 38.9 45.5 <.001

Video game console 42.3 51.1 <.001

Smartphone with internet access 76.3 66.4 <.001

VR devices (such as Samsung Gear VR and Oculus) 5.7 16.5 <.001

Wearable devices (such as smartwatches and fitness trackers) 11.6 16.5 <.001

Personal assistants (such as Alexa and Google Home) 8.7 12.1 <.001
Age of first smartphone (years) <.001

<11 27.7 34.4

12-14 56.8 51.2

15-17 10.3 12.5

Does not own a smartphone 5.2 1.9
Adolescent social media checking frequency <.001

Once a day or more 71.8 87.7

Once a week or more 15.5 9.3

Less than once a week or never 12.8 2.9
Adolescent social media posting frequency <.001

Once a day or more 48.4 81.9

Once a week or more 22.1 10.9

Less than once a week or never 29.5 7.2
Adolescent importance of technology interactions <.001

Subscale 1: technology to bridge online/offline experiences and preferences 37.4 71.8

Subscale 2: technology to assist in going beyond one’s current identity, mood, or environment 33.2 84.5

Subscale 3: technology for social connection 42.8 67.7

aItalicization denotes the class with the majority percentage for each measure.

bVR: virtual reality.