University of Oulu

Männikkö, N., Billieux, J., Nordström, T. et al. Int J Ment Health Addiction (2017) 15: 324.

Problematic gaming behaviour in Finnish adolescents and young adults : relation to game genres, gaming motives and self-awareness of problematic use

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Author: Männikkö, Niko1; Billieux, Joël2,3,4; Nordström, Tanja5;
Organizations: 1RDI services, Oulu University of Applied Sciences, Kiviharjuntie 8, FI-90220 Oulu, Finland
2Laboratory for Experimental Psychopathology, Psychological Sciences Research Institute, Université Catholique de Louvain, Louvain-la-Neuve, Belgium
3Internet and Gambling Disorders Clinic, Department of Adult Psychiatry, Cliniques Universitaires Saint-Luc, Brussels, Belgium
4Institute for Health and Behavior, Integrative Research Unit on Social and Individual Development (INSIDE), University of Luxembourg, Esch-sur-Alzette, Luxembourg
5Center for Life Course Health Research, Medical Research Center Oulu, University of Oulu, Oulu University Hospital and University of Oulu, Oulu, Finland
6School of Health and Social Care, Oulu University of Applied Sciences, Oulu, Finland
7Research Group of Nursing Science and Health Management, Oulu University Hospital and University of Oulu, Oulu, Finland
Format: article
Version: accepted version
Access: open
Online Access: PDF Full Text (PDF, 0.6 MB)
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Language: English
Published: Springer Nature, 2017
Publish Date: 2019-09-12


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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Series: International journal of mental health and addiction
ISSN: 1557-1874
ISSN-E: 1557-1882
ISSN-L: 1557-1874
Volume: 15
Issue: 2
Pages: 324 - 338
DOI: 10.1007/s11469-016-9726-7
Type of Publication: A1 Journal article – refereed
Field of Science: 515 Psychology
3124 Neurology and psychiatry
Copyright information: © Springer Science+Business Media New York 2016. This is a post-peer-review, pre-copyedit version of an article published in International Journal of Mental Health and Addiction. The final authenticated version is available online at: