Journal
INTERNATIONAL JOURNAL OF MENTAL HEALTH AND ADDICTION
Volume 15, Issue 2, Pages 324-338Publisher
SPRINGER
DOI: 10.1007/s11469-016-9726-7
Keywords
Gaming disorder; Game addiction; Problematic game play; Adolescent; Youth; Digital games; Game play motivations
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Funding
- Finnish Association for Substance Abuse Prevention
- National Institute for Health and Welfare in Finland
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The aim of this study was to explore the relation between Problematic Gaming Behaviour (PGB) and specific psychological factors (gaming motives, self-awareness of problematic gaming behaviour) and structural factors (game genres) among Finnish adolescents and young adults. A national survey of 271 respondents, aged 13 to 24, participated in the study. The study sample was randomly selected from the Population Register Center. Multiple regression analysis was used as a means of examining links between game genres, gaming motives and PGB. In addition, pairwise comparisons of a non-problematic gaming behavior group and a problematic gaming behavior group were used as a means of examining differences across game genre use and self-awareness of PGB. PGB was particularly associated with the use of a group of games encompassing role-playing, progression (e.g., character development), action and strategy features. The findings indicated that entertainment-achievement, social and escapism motives were associated with PGB. On the whole, this study emphasized that specific game genres and playing motives are involved in problematic use of digital game playing.
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