2021
DOI: 10.1016/j.paid.2021.111063
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Mediational role of gaming motives in the associations of the Five Factor Model of personality with weekly and disordered gaming in adolescents

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Cited by 8 publications
(22 citation statements)
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“…López-Fernández et al [92]. Weekly gaming was positively correlated to customization, fantasy, recreation, competition, cognitive development, coping, social interaction, and violent reward.…”
Section: Risk Of Biasesmentioning
confidence: 96%
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“…López-Fernández et al [92]. Weekly gaming was positively correlated to customization, fantasy, recreation, competition, cognitive development, coping, social interaction, and violent reward.…”
Section: Risk Of Biasesmentioning
confidence: 96%
“…Results regarding other motivations not pertaining to the Self-Determination Theory as a framework [31,72] were as follows. Gaming addiction had positive associations with as follows: escapism (n = 9) ( [36,71,76,79,92,122,136], [26,121]); social motivation (n = 6) [28,36,41,68,83,92]; achievement (n = 4) [36,68,83,122], with Bányai et al [122], finding it to be a positive predictor for both recreational and esport gamers; competition (n = 4) [28,71,92,122]; coping ðn = 3Þ [28,41,92]; customization (n = 3) [28,71,92], even though López-Fernández et al [28] found this result only in their adolescent sample; recreation (n = 2) [28,92]; violent reward (n = 2) [28,92]; fantasy (n = 2) [28,92]; cognitive development (n = 2) [28,92]; violent reward (n = 2) [28,92]; self-gratification (n = 1) [41...…”
Section: Ramosmentioning
confidence: 99%
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“…At the individual level, impulsivity, aggressiveness, hostility, sensation seeking, anxiety, depression, or social withdrawal have been associated with IGDs [ 11 , 19 ]. In addition, high neuroticism, low conscientiousness, low extraversion, and low agreeableness have been linked to IGDs and Internet use disorder [ 20 , 21 , 22 ], the conscientiousness trait being the one that mainly shows the protective role of the online game [ 23 ]. The most relevant interpersonal factors associated with IGDs have been problematic family relationships, family cohesion difficulties, parents’ mental health problems, and the absence of rules for Internet game use [ 11 ].…”
Section: Introductionmentioning
confidence: 99%
“…A positive relationship between depression, anxiety, impulsivity, hostility, being a man, time spent playing video games and IGDs, and a negative relationship between emotional stability, conscientiousness, extraversion, openness to experience, agreeableness, family functioning, and IGDs is expected in both T1 and T2 [ 11 , 15 , 25 ]; (3) to examine individual and interpersonal factors for adolescents who developed IGDs (incidence), those who maintained IGDs (persistence), and those who had remission of IGDs (remission) on two separate occasions over nine-month follow-up periods. It was hypothesized that there will be an increase in anxiety, depression, impulsivity, and hostility [ 19 , 38 ] as well as low emotional stability, conscientiousness, extraversion and agreeableness [ 21 ], and difficulties in family functioning [ 11 ] in adolescents who initiate and maintain IGDs, while an opposite effect is expected for adolescents in whom IGDs have remitted [ 36 ]. However, it is also expected that there may be a change in the individual and interpersonal factors that will be associated with the different development pattern in the course of IGDs; and (4) to estimate risk and protective factors on the first occasion (T1) that predict the IGDs on the second occasion (T2).…”
Section: Introductionmentioning
confidence: 99%