| Literature DB >> 36003120 |
André Syvertsen1, Angelica B Ortiz de Gortari2, Daniel L King3, Ståle Pallesen4.
Abstract
Aims: Mobile gaming is a dominant form of gaming, known for its portability and for game characteristics that motivate continuous play and spending. Such involvement may also turn problematic, but research on problem gaming (PG) has tended to focus on non-mobile forms of gaming. The study was based on a cross-sectional observational design where students in upper secondary schools were recruited to a survey about mobile gaming. The age of the respondents ranged from 16 to 23 years (n = 519; 52.4% men; mean age = 17.2 years, SD = 1.1).Entities:
Keywords: gaming disorder; mental health; microtransaction; problem gaming; smartphone
Year: 2022 PMID: 36003120 PMCID: PMC9379297 DOI: 10.1177/14550725221083189
Source DB: PubMed Journal: Nordisk Alkohol Nark ISSN: 1455-0725
Descriptive data for the sample (n = 519).
| M ( | |||
|---|---|---|---|
| Sex | Male | 272 (52.4%) | |
| Female | 247 (47.6%) | ||
| Main gaming platform | Mobile | 183 (35.3%) | |
| Mixed | 130 (25.0%) | ||
| Console/Computer | 206 (39.7%) | ||
| Mobile game typea | Freemium | 344 (88.0%) | |
| Free | 37 (9.5%) | ||
| Premium | 10 (2.6%) | ||
| Problem gaming | Non-problem | 405 (78.0%) | |
| At-risk | 69 (13.3%) | ||
| Problem | 45 (8.7%) | ||
| Self-perceived gaming problemb | Mobile | 19 (3.7%) | |
| Console | 17 (3.3%) | ||
| Computer | 44 (8.6%) | ||
| Social media games | 24 (4.7%) | ||
| Age | 17.15 (1.13) | ||
| Grade point average (range = 1−6)c | 4.54 (0.72) | ||
| Sleep onset weekdaysd | 26 min (23 min) | ||
| Sleep onset weekendd | 22 min (21 min) | ||
| Sleep midpoint weekdaysd | 3:03 (42 min) | ||
| Sleep midpoint weekendd | 5:52 (75 min) |
Valid n = 391, freemium is free to download and contains in-app purchases; free is fully free; premium costs money to download. bValid n = 512. cValid n = 410. dValid n = 411 after listwise removal, minutes are reported for sleep onset latency, hour mark reported for mean and minutes standard deviation reported for sleep midpoint.
Mobile gaming behaviour according to problem gaming category (n = 396 after listwise removal).
| Non-problem ( | At-risk ( | Problem ( | Test statistic ( | |
|---|---|---|---|---|
| Hours per week ( | 2.35 (2.97) | 3.02 (3.23) | 4.40 (4.28) | χ2(2) = 12.537** |
| Minutes per session ( | 21.43 (20.73) | 30.53 (26.66) | 31.34 (24.68) | χ2(2) = 15.319** |
| Spent money on IAP ( | 35 (11.6%) | 14 (25.5%) | 8 (21.0%) | χ2(2) = 8.815* |
| Spent money on game purchase ( | 35 (11.6%) | 13 (23.6%) | 5 (13.2%) | χ2(2) = 5.867 |
| Total gaming contexts ( | 3.31 (2.08) | 3.71 (2.18) | 4.13 (2.23) | χ2(2) = 5.859 |
| Gaming during recess ( | 117 (38.6%) | 22 (40.0%) | 15 (39.5%) | χ2(2) = 0.044 |
| Gaming during class ( | 49 (16.2%) | 13 (23.6%) | 8 (21.0%) | χ2(2) = 2.112 |
| Gaming at home ( | 183 (60.4%) | 34 (61.2%) | 30 (78.9%) | χ2(2) = 4.960 |
| Gaming during homework ( | 61 (20.1%) | 14 (25.5%) | 15 (39.5%) | χ2(2) = 7.463* |
| Gaming during public transportation ( | 192 (63.4%) | 37 (67.3%) | 28 (73.7%) | χ2(2) = 1.736 |
| Gaming in the bathroom ( | 177 (58.4%) | 36 (65.5%) | 23 (60.5%) | χ2(2) = 0.973 |
| Gaming in bed before going to sleep ( | 137 (45.2%) | 28 (50.9%) | 23 (60.5%) | χ2(2) = 3.477 |
| Gaming while with friends ( | 86 (28.4%) | 20 (36.4%) | 15 (39.5%) | χ2(2) = 2.973 |
Note. IPA = in-app purchase.
Percentage within each group.
*p < .05. **p < .01.