Reference : Problematic Gaming Behaviour in Finnish Adolescents and Young Adults: Relation to Gam...
Scientific journals : Article
Social & behavioral sciences, psychology : Treatment & clinical psychology
Problematic Gaming Behaviour in Finnish Adolescents and Young Adults: Relation to Game Genres, Gaming Motives and Self-Awareness of Problematic Use
Männikkö, N. [RDI services, Oulu University of Applied Sciences, Kiviharjuntie 8, Oulu, Finland]
Billieux, Joël mailto [University of Luxembourg > Faculty of Language and Literature, Humanities, Arts and Education (FLSHASE) > Integrative Research Unit: Social and Individual Development (INSIDE)]
Nordström, T. [Center for Life Course Health Research, Medical Research Center Oulu, University of Oulu, Oulu University Hospital and University of Oulu, Oulu, Finland]
Koivisto, K. [School of Health and Social Care, Oulu University of Applied Sciences, Oulu, Finland]
Kääriäinen, M. [Research Group of Nursing Science and Health Management, Oulu University Hospital and University of Oulu, Oulu, Finland]
International Journal of Mental Health and Addiction
Springer New York LLC
[en] Adolescent ; Digital games ; Game addiction ; Game play motivations ; Gaming disorder ; Problematic game play ; Youth
[en] 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. © 2016 Springer Science+Business Media New York

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