Literature DB >> 28910584

Problematic Gaming Behavior Among Finnish Junior High School Students: Relation to Socio-Demographics and Gaming Behavior Characteristics.

Niko Männikkö1,2, Heidi Ruotsalainen1, Zsolt Demetrovics3, Olatz Lopez-Fernandez4,5, Laura Myllymäki1, Jouko Miettunen1,6, Maria Kääriäinen1,6.   

Abstract

Multiplatform digital media use and gaming have been increased in recent years. The aim of this study was to examine associations between sociodemographics and digital gaming behavior characteristics (i.e., gaming time, medium, and genres) with problematic gaming behavior in adolescents. A convenience sample of Finnish junior high school students (n = 560; mean age 14 years, ranging from 12 to 16 years) participated in the cross-sectional survey, of which, 83% (n = 465) reported having played digital games regularly. Sociodemographic data, different forms of digital media use, gaming behavior characteristics and problematic gaming behavior was assessed. Study participants spent on average one hour per day playing digital games; casual games (23.9%), shooting games (19.8%), and sport games (12.9%), were the most popular games among participants. By using regression analysis, a blended family structure and gaming time related positively to problematic gaming behavior. Preferences for game genres such as solo, Massively Multiplayer Online Role-Playing and strategy-management games were also positively associated with problematic use of digital games. These findings provide knowledge that can be utilized in the prevention of the possible negative consequences of digital gaming.

Entities:  

Keywords:  Internet Gaming Disorder; adolescents; digital media use; gaming types; problematic gaming

Mesh:

Year:  2017        PMID: 28910584     DOI: 10.1080/08964289.2017.1378608

Source DB:  PubMed          Journal:  Behav Med        ISSN: 0896-4289            Impact factor:   3.104


  3 in total

1.  An examination of problematic mobile phone use in the United Arab Emirates: Prevalence, correlates, and predictors in a college-aged sample of young adults.

Authors:  Zahir Vally; Fatima El Hichami
Journal:  Addict Behav Rep       Date:  2019-05-03

2.  The validation and reliability of a Japanese version of the Problematic Online Gaming Questionnaire (POGQ-J).

Authors:  Kazuya Inoue; Kengo Yokomitsu; Tomonari Irie; Makoto Matsuyama; Masanori Tanaka
Journal:  Addict Sci Clin Pract       Date:  2021-11-20

3.  Parental socioeconomic status, adolescents' screen time and sports participation through externalizing and internalizing characteristics.

Authors:  Niko Männikkö; Heidi Ruotsalainen; Jouko Miettunen; Kaisa Marttila-Tornio; Maria Kääriäinen
Journal:  Heliyon       Date:  2020-02-17
  3 in total

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