Problematic gaming behaviour in Finnish adolescents and young adults : relation to game genres, gaming motives and self-awareness of problematic use
Männikkö, Niko; Billieux, Joël; Nordström, Tanja; Koivisto, Kaisa; Kääriäinen, Maria (2016-12-27)
Männikkö, N., Billieux, J., Nordström, T. et al. Int J Ment Health Addiction (2017) 15: 324. https://doi.org/10.1007/s11469-016-9726-7
© 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
https://rightsstatements.org/vocab/InC/1.0/
https://urn.fi/URN:NBN:fi-fe2019091227877
Tiivistelmä
Abstract
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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