Testing relationship curvilinearity and identifying the moderators between technology use and individual and interpersonal well-being outcomes
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The present dissertation examined the relationships between media use, video gaming, individual well-being outcomes, and relational well-being outcomes, as well as potential moderators and mediator of those relationships. Data for both studies was collected at the same time, and a general adult sample was used for Study 1, while adults who reported a current diagnosis of a substance use disorder or who endorsed several problematic substance use behaviors were used in Study 2. Both studies examined several nonlinear latent models, as well as several moderators and one mediator. Results across both studies provide support that certain relationships between media use or video gaming and individual and relational outcomes should be examined through a quadratic lens, rather than as a strictly linear relationship. Self-esteem and intimate partner violence perpetration were especially salient throughout the analyses. Clinicians working with individuals and couples should be mindful of assessing and interpreting media use and video gaming and their role in individual and interpersonal well-being.