University of Oulu

Niko Männikkö, Heidi Ruotsalainen, Zsolt Demetrovics, Olatz Lopez-Fernandez, Laura Myllymäki, Jouko Miettunen & Maria Kääriäinen (2018) Problematic Gaming Behavior Among Finnish Junior High School Students: Relation to Socio-Demographics and Gaming Behavior Characteristics, Behavioral Medicine, 44:4, 324-334, DOI: 10.1080/08964289.2017.1378608

Problematic gaming behavior among Finnish junior high school students : relation to socio-demographics and gaming behavior characteristics

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Author: Männikkö, Niko1,2; Ruotsalainen, Heidi1; Demetrovics, Zsolt3;
Organizations: 1University of Oulu, Finland
2Oulu University of Applied Sciences, Finland
3Eötvös Loránd University, Hungary
4Nottingham Trent University, United Kingdom
5Université catholique de Louvain, Belgium
6Oulu University Hospital, Finland
Format: article
Version: accepted version
Access: open
Online Access: PDF Full Text (PDF, 0.8 MB)
Persistent link: http://urn.fi/urn:nbn:fi-fe2019111137512
Language: English
Published: Informa, 2018
Publish Date: 2019-11-11
Description:

Abstract

Multiplatform digital media use and gaming have been increased in recent years. The aim of this study was to examine associations between sociodemographics and digital gaming behavior characteristics (i.e., gaming time, medium, and genres) with problematic gaming behavior in adolescents. A convenience sample of Finnish junior high school students (n = 560; mean age 14 years, ranging from 12 to 16 years) participated in the cross-sectional survey, of which, 83% (n = 465) reported having played digital games regularly. Sociodemographic data, different forms of digital media use, gaming behavior characteristics and problematic gaming behavior was assessed. Study participants spent on average one hour per day playing digital games; casual games (23.9%), shooting games (19.8%), and sport games (12.9%), were the most popular games among participants. By using regression analysis, a blended family structure and gaming time related positively to problematic gaming behavior. Preferences for game genres such as solo, Massively Multiplayer Online Role-Playing and strategy-management games were also positively associated with problematic use of digital games. These findings provide knowledge that can be utilized in the prevention of the possible negative consequences of digital gaming.

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Series: Behavioral medicine
ISSN: 0896-4289
ISSN-E: 1940-4026
ISSN-L: 0896-4289
Volume: 44
Issue: 4
Pages: 324 - 334
DOI: 10.1080/08964289.2017.1378608
OADOI: https://oadoi.org/10.1080/08964289.2017.1378608
Type of Publication: A1 Journal article – refereed
Field of Science: 316 Nursing
3141 Health care science
Subjects:
Copyright information: © Taylor & Francis 2017. This is an Accepted Manuscript of an article published by Taylor & Francis in Behavioral Medicine on 13.10.2017., available online: https://www.tandfonline.com/doi/full/10.1080/08964289.2017.1378608.