Problematic Gaming Behaviour in Finnish Adolescents and Young Adults: Relation to Game Genres, Gaming Motives and Self-Awareness of Problematic Use

Détails

Ressource 1Demande d'une copie Sous embargo indéterminé.
Accès restreint UNIL
Etat: Public
Version: Final published version
Licence: Non spécifiée
ID Serval
serval:BIB_5B1E48112763
Type
Article: article d'un périodique ou d'un magazine.
Collection
Publications
Titre
Problematic Gaming Behaviour in Finnish Adolescents and Young Adults: Relation to Game Genres, Gaming Motives and Self-Awareness of Problematic Use
Périodique
International Journal of Mental Health and Addiction
Auteur⸱e⸱s
Männikkö Niko, Billieux Joël, Nordström Tanja, Koivisto Kaisa, Kääriäinen Maria
ISSN
1557-1874
1557-1882
Statut éditorial
Publié
Date de publication
2017
Peer-reviewed
Oui
Volume
15
Numéro
2
Pages
324-338
Langue
anglais
Résumé
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.
Mots-clé
Gaming disorder, Game addiction, Problematic game play, Adolescent, Youth, Digital games, Game play motivations
Web of science
Création de la notice
10/01/2020 10:30
Dernière modification de la notice
17/01/2020 10:38
Données d'usage