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) |
Persistent link: | http://urn.fi/urn:nbn:fi-fe2019091227877 |
Language: | English |
Published: |
Springer Nature,
2017
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Publish Date: | 2019-09-12 |
Description: |
AbstractThe 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. see all
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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 |
OADOI: | https://oadoi.org/10.1007/s11469-016-9726-7 |
Type of Publication: |
A1 Journal article – refereed |
Field of Science: |
515 Psychology 3124 Neurology and psychiatry |
Subjects: | |
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: https://doi.org/10.1007/s11469-016-9726-7 |