2016
DOI: 10.1007/s11469-016-9726-7
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Problematic Gaming Behaviour in Finnish Adolescents and Young Adults: Relation to Game Genres, Gaming Motives and Self-Awareness of Problematic Use

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 genr… Show more

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Cited by 47 publications
(42 citation statements)
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References 52 publications
(74 reference statements)
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“…The present study also found that social interaction was highly associated with disordered gaming (after controlling for age, gender, and the remaining motives in both samples). Similarly, previous studies have found that after escape/coping, the gaming motive with the next highest relationship with disordered gaming is social interaction [ 51 , 59 ]. It has been suggested that high scores in social interaction within gaming might reflect low social competence in real life, and that gaming compensates for this characteristic, resulting in disordered gaming [ 14 , 15 ].…”
Section: Discussionsupporting
confidence: 59%
“…The present study also found that social interaction was highly associated with disordered gaming (after controlling for age, gender, and the remaining motives in both samples). Similarly, previous studies have found that after escape/coping, the gaming motive with the next highest relationship with disordered gaming is social interaction [ 51 , 59 ]. It has been suggested that high scores in social interaction within gaming might reflect low social competence in real life, and that gaming compensates for this characteristic, resulting in disordered gaming [ 14 , 15 ].…”
Section: Discussionsupporting
confidence: 59%
“…As first-year middle school students were using several online game genres simultaneously, the experience of each game genre was adjusted as a covariate, and the resulting independent association was also found to be significant for RPG, simulation game, and MOBA. A previous study reported that the use of three game genres (RPG, action and adventure games), had an association with IGD [30], while MOBA was also reported as a risk factor showing an association with IGD in yet another study [31]. These results collectively point towards the potential risk of the use of RPGs and MOBA, as found significant in this study.…”
Section: E P U B a H E A D O F P R I N T Discussionsupporting
confidence: 80%
“…First, criterion 7 (i.e., “ deception ”) may understood to be socially dependent, hence it may not be entirely appropriate to measure IGD-related symptoms in gamers without a therapist and/or significant others living with them. Second, with regards to criterion 8 (i.e., “ escape ”), a large body of empirical studies reported that “ escape ” is one of the main motives for videogame playing (e.g., Ballabio et al, 2017 ; Kahn et al, 2015 ; Yee, 2006 ), and further studies (e.g., Bijvank, Konijn, & Bushman, 2012 ; Hagström & Kaldo, 2014 ; Király et al, 2015 ; Männikkö, Billieux, Nordström, Koivisto, & Kääriäinen, 2017 ; Wu, Lai, et al, 2017 ) found “ escape ” to be the motivational factor mostly associated with disordered gaming. These studies illustrate the intricacies between disordered gaming and “ escape ” as it is not clear the role of this variable in the etiology of IGD.…”
Section: Discussionmentioning
confidence: 99%