| Literature DB >> 24688802 |
Geoffrey L Ream1, Luther C Elliott2, Eloise Dunlap2.
Abstract
This study explored predictors of engagement with specific video game genres, and degree of problem play experienced by players of specific genres, during the early life course. Video game players ages 18-29 (n = 692) were recruited in and around video game retail outlets, arcades, conventions, and other video game related contexts in New York City. Participants completed a Computer-Assisted Personal Interview (CAPI) of contemporaneous demographic and personality measures and a Life-History Calendar (LHC) measuring video gaming, school/work engagement, and caffeine and sugar consumption for each year of life ages 6 - present. Findings were that likelihood of engagement with most genres rose during childhood, peaked at some point during the second decade of life, and declined through emerging adulthood. Cohorts effects on engagement also emerged which were probably attributable to changes in the availability and popularity of various genres over the 12-year age range of our participants. The relationship between age and problem play of most genres was either negative or non-significant. Sensation-seeking was the only consistent positive predictor of problem play. Relationships between other variables and engagement with and problem play of specific genres are discussed in detail.Entities:
Keywords: Adolescence; Emerging adulthood; Life history calendar; Problem video game play; Video game genre; Video games
Year: 2013 PMID: 24688802 PMCID: PMC3969752
Source DB: PubMed Journal: J Addict Res Ther
Multi-level models predicting engagement with genre and problem play while engaged with genre from study variables (part 1).
| MMORPG | Other role-playing | First-person shooter (FPS)
| Other shooter | Action-adventure | ||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Engaged (lnOR) | Problem play (B) | Engaged (lnOR) | Problem play (B) | Engaged (lnOR) | Problem play (B) | Engaged (lnOR) | Problem play (B) | Engaged (lnOR) | Problem play (B) | |
| Age at interview | −1.30 | 0.50 | −0.74 | −0.04 | −0.61 | −0.12 | 0.30 | −0.14 | −0.11 | −0.12 |
| Age (linear) | 2.99 | −0.61 | 0.83 | −0.07 | 2.00 | 0.08 | 0.21 | 0.08 | 0.88 | −0.08 |
| Age (quadratic) | −0.61 | −0.07 | −0.54 | −0.02 | −0.47 | −0.05 | −0.01 | −0.03 | −0.39 | −0.03 |
| Caffeine consumption | 0.10 | 0.03 | −0.06 | 0.01 | 0.06 | −0.03 | −0.02 | 0.02 | 0.05 | 0.03 |
| Sugar consumption | 0.47 | 0.06 | 0.25 | −0.04 | 0.03 | 0.03 | 0.17 | −0.04 | 0.08 | −0.03 |
| Sensation-seeking | −0.20 | 0.06 | −0.29 | 0.18 | 0.04 | 0.28 | −0.13 | 0.25 | <.01 | 0.24 |
| Sociability | 0.65 | −0.18 | 0.34 | −0.11 | 0.04 | −0.10 | 0.10 | −0.02 | 0.03 | −0.06 |
| Shyness | 0.19 | −0.06 | 0.12 | −0.05 | −0.23 | 0.05 | −0.18 | −0.02 | −0.09 | 0.02 |
| Live away from home | <.01 | −0.02 | 0.06 | −0.10 | −0.73 | −0.10 | −0.61 | 0.08 | −0.25 | −0.07 |
| Higher education | −0.32 | −0.05 | 0.06 | 0.04 | −0.03 | 0.01 | −0.12 | −0.19 | 0.09 | 0.03 |
| Part-time job | −0.18 | 0.03 | −0.23 | −0.09 | −0.12 | −0.05 | 0.07 | 0.04 | −0.09 | −0.03 |
| Full-time job | 0.14 | −0.18 | 0.32 | −0.04 | 0.53 | −0.14 | 0.50 | 0.04 | 0.17 | 0.02 |
| Off-books job | 0.22 | 0.11 | −0.02 | −0.07 | 0.26 | <.01 | 0.31 | −0.08 | 0.10 | −0.06 |
| Gender: female | −1.26 | −0.19 | −0.71 | 0.09 | −2.67 | −0.22 | −2.00 | −0.10 | −0.57 | −0.03 |
| Race: Black | −2.25 | −1.04 | −0.82 | −0.08 | −0.52 | −0.03 | −0.08 | −0.07 | −0.28 | −0.15 |
| Race: Latino | −0.99 | −0.05 | −0.02 | −0.01 | 0.62 | −0.20 | 0.79 | −0.12 | 0.88 | −0.24 |
| Race: Asian | 0.81 | −0.16 | 0.10 | 0.32 | 0.38 | 0.11 | −0.11 | 0.14 | −0.52 | 0.08 |
| Race: Other | −0.40 | −0.93 | 0.58 | −0.57 | −0.02 | −0.75 | 0.81 | −0.74 | 0.50 | −0.93 |
| Constant | −4.54 | 3.34 | 0.62 | 1.83 | 1.70 | 2.24 | −0.13 | 1.73 | 0.75 | 2.10 |
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| Intra-class correlation | 0.80 | 0.79 | 0.63 | 0.83 | 0.59 | 0.84 | 0.73 | 0.83 | 0.58 | 0.83 |
| Model fit Wald χ2 (18df) | 504.0 | 123.5 | 829.8 | 108.2 | 1493.5 | 69.0 | 153.3 | 72.5 | 897.4 | 126.3 |
| R-squared overall | 0.10 | 0.05 | 0.07 | 0.04 | 0.06 | |||||
Coefficients for multi-level binary logistic (predicting play of any game within the genre) and linear regression (predicting average problem play of all games reported within that genre for each year) models significant at
p < .10,
p < .05,
p < .01,
p < .001
Multi-level models predicting engagement with genre and problem play while engaged with genre from study variables (part 3).
| Driving | Puzzle | Platformer | Rhythm | Other/misc. | ||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Engaged (lnOR) | Problem play (B) | Engaged (lnOR) | Problem play (B) | Engaged (lnOR) | Problem play (B) | Engaged (lnOR) | Problem play (B) | Engaged (lnOR) | Problem play (B) | |
| Age at interview | 0.22 | −0.08 | 0.61 | −0.11 | 0.65 | −0.17 | −1.22 | −0.02 | 0.24 | −0.09 |
| Age (linear) | 0.33 | −0.12 | −0.33 | −0.06 | −0.89 | −0.18 | 2.41 | −0.07 | 0.12 | −0.08 |
| Age (quadratic) | −0.36 | <.01 | 0.02 | 0.01 | −0.29 | 0.03 | −0.37 | 0.05 | −0.15 | −0.01 |
| Caffeine consumption | 0.15 | −0.01 | 0.03 | 0.04 | 0.00 | 0.05 | 0.34 | −0.02 | 0.22 | 0.03 |
| Sugar consumption | 0.24 | 0.01 | −0.06 | −0.04 | 0.13 | <.01 | −0.14 | 0.02 | 0.18 | −0.06 |
| Sensation-seeking | −0.10 | 0.14 | −0.08 | 0.23 | −0.03 | 0.24 | −0.19 | 0.18 | −0.10 | 0.19 |
| Sociability | 0.20 | −0.09 | 0.17 | −0.05 | 0.18 | −0.09 | 0.61 | 0.01 | 0.18 | −0.05 |
| Shyness | 0.03 | 0.02 | 0.15 | <.01 | 0.06 | 0.01 | 0.08 | 0.01 | −0.02 | −0.03 |
| Live away from home | −0.38 | 0.08 | −0.06 | −0.09 | 0.18 | −0.07 | 0.19 | −0.04 | −0.37 | −0.04 |
| Higher education | −0.23 | −0.07 | 0.50 | 0.19 | −0.22 | 0.05 | 0.01 | −0.01 | 0.14 | −0.08 |
| Part-time job | −0.36 | 0.07 | 0.03 | −0.09 | −0.41 | 0.06 | 0.12 | 0.03 | −0.06 | 0.07 |
| Full-time job | 0.23 | 0.17 | 0.53 | −0.07 | 0.15 | 0.11 | 0.08 | −0.26 | 0.34 | 0.07 |
| Off-books job | 0.06 | −0.11 | 0.28 | −0.01 | −0.27 | 0.03 | −0.24 | 0.05 | −0.05 | 0.02 |
| Gender: female | −1.01 | −0.23 | 1.03 | 0.11 | 0.27 | 0.11 | 1.64 | 0.07 | −0.05 | −0.02 |
| Race: Black | −0.51 | −0.22 | −0.59 | −0.03 | −0.82 | −0.14 | 0.33 | 0.15 | −0.13 | −0.06 |
| Race: Latino | 0.65 | −0.03 | 0.56 | −0.37 | 0.51 | −0.33 | 1.51 | 0.20 | 0.96 | −0.04 |
| Race: Asian | 0.12 | 0.36 | 0.23 | 0.14 | −0.61 | 0.19 | 0.23 | 0.62 | 0.20 | 0.39 |
| Race: Other | 0.41 | −0.73 | −0.01 | −0.90 | 0.21 | −0.78 | 1.93 | −0.17 | 0.59 | −0.52 |
| Constant | −0.04 | 1.85 | −4.46 | 1.37 | 0.41 | 1.56 | −8.65 | 1.12 | −0.01 | 1.50 |
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| Intra-class correlation | 0.67 | 0.87 | 0.76 | 0.85 | 0.64 | 0.83 | 0.79 | 0.89 | 0.62 | 0.80 |
| Model fit Wald χ2 (18 df) | 314.0 | 114.5 | 90.8 | 61.1 | 965.9 | 282.9 | 696.5 | 35.4 | 105.3 | 104.3 |
| R-squared overall | 0.08 | 0.07 | 0.05 | 0.04 | 0.05 | |||||
Coefficients for multi-level binary logistic (predicting play of any game within the genre) and linear regression (predicting average problem play of all games reported within that genre for each year) models significant at
p < .10,
p < .05,
p < .01,
p < .001
Figure 1Proportion of participants engaged with each genre as a function of age (uncontrolled associations, LOWESS smoothing applied).
Figure 2Degree of problem play among of participants engaged with each genre as a function of age (uncontrolled associations, LOWESS smoothing applied).
Multi-level models predicting engagement with genre and problem play while engaged with genre from study variables (part 2).
| Real-time strategy | Other strategy | Team sports sim | Motion-ctrl sports | Fighting | ||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Engaged (lnOR) | Problem play (B) | Engaged (lnOR) | Avg. prob use (B) | Engaged (lnOR) | Problem play (B) | Engaged (lnOR) | Problem play (B) | Engaged (lnOR) | Problem play (B) | |
| Age at interview | −0.16 | −0.28 | −0.34 | −0.06 | 0.36 | −0.13 | −1.74 | 0.35 | −0.05 | −0.14 |
| Age (linear) | 1.71 | −0.33 | 0.41 | −0.05 | 0.74 | 0.09 | 2.52 | −0.25 | 0.52 | −0.04 |
| Age (quadratic) | −1.00 | 0.15 | −0.39 | −0.05 | −0.25 | −0.04 | 0.41 | −0.06 | −0.56 | <.01 |
| Caffeine consumption | 0.02 | <.01 | 0.04 | <.01 | 0.15 | 0.01 | 0.24 | −0.07 | 0.04 | 0.01 |
| Sugar consumption | 0.38 | −0.06 | 0.07 | 0.04 | 0.12 | −0.14 | 0.06 | 0.02 | 0.28 | −0.02 |
| Sensation-seeking | −0.45 | 0.19 | −0.27 | 0.07 | −0.14 | 0.27 | −0.09 | 0.39 | −0.17 | 0.20 |
| Sociability | 0.40 | −0.01 | 0.08 | 0.07 | 0.22 | −0.13 | −0.03 | −0.26 | 0.32 | <.01 |
| Shyness | 0.16 | −0.15 | 0.05 | <.01 | −0.24 | 0.04 | −0.06 | −0.29 | −0.05 | <.01 |
| Live away from home | −0.39 | −0.14 | 0.09 | −0.03 | −0.06 | −0.13 | −0.19 | −0.03 | −0.13 | 0.03 |
| Higher education | −0.38 | 0.09 | −0.33 | −0.07 | −0.18 | 0.04 | 0.25 | −0.01 | −0.51 | 0.02 |
| Part-time job | 0.45 | −0.09 | −0.14 | −0.03 | −0.26 | −0.08 | 0.17 | −0.27 | −0.13 | −0.01 |
| Full-time job | 0.88 | 0.04 | 0.31 | <.01 | −0.11 | −0.03 | 0.70 | −0.19 | 0.08 | 0.05 |
| Off-books job | −0.04 | 0.09 | 0.04 | −0.18 | 0.31 | 0.12 | 0.24 | −0.09 | −0.15 | 0.05 |
| Gender: female | −2.43 | 0.11 | −0.51 | −0.09 | −2.31 | −0.82 | −0.13 | 0.06 | −2.24 | −0.29 |
| Race: Black | −1.28 | 0.25 | −0.88 | 0.20 | 0.04 | −0.24 | −1.51 | −0.77 | 0.65 | 0.08 |
| Race: Latino | −0.47 | −0.09 | 0.58 | −0.06 | 0.23 | −0.10 | 1.00 | 0.29 | 1.44 | −0.12 |
| Race: Asian | 2.92 | 0.59 | 0.99 | 0.62 | −0.59 | 0.31 | 1.24 | 0.95 | −0.05 | 0.19 |
| Race: Other | 1.00 | −0.23 | 1.17 | −0.24 | 0.49 | −0.60 | 0.68 | −0.56 | 1.75 | −0.58 |
| Constant | −2.74 | 1.46 | −3.72 | 1.67 | 0.05 | 2.66 | −9.40 | 1.62 | 2.68 | 1.91 |
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| Intra-class correlation | 0.77 | 0.85 | 0.74 | 0.86 | 0.72 | 0.85 | 0.75 | 0.91 | 0.71 | 0.85 |
| Model fit Wald χ2 (18 df) | 438.2 | 60.4 | 162.3 | 38.0 | 416.4 | 88.7 | 276.0 | 56.0 | 623.8 | 49.2 |
| R-squared overall | 0.12 | 0.06 | 0.11 | 0.23 | 0.05 | |||||
Coefficients for multi-level binary logistic (predicting play of any game within the genre) and linear regression (predicting average problem play of all games reported within that genre for each year) models significant at
p < .10,
p < .05,
p < .01,
p < .001