Drivers for video games perceived addiction among console and smartphone users

Purpose. This study aims to determine whether perceived addiction to video games is affected by the type of device used to play (smartphone versus console), paying special attention to the drivers for playing. Considering the theoretical framework of motivation, a structural model is proposed that c...

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Detalles Bibliográficos
Autores: Camarero Izquierdo, María Carmen, Jiménez Torres, Nadia Huitzilin, San José Cabezudo, Rebeca, San Martín Gutiérrez, Sonia
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2025
País:España
Institución:Universidad de Burgos (UBU)
Repositorio:Repositorio Institucional de la Universidad de Burgos (RIUBU)
OAI Identifier:oai:riubu.ubu.es:10259/10865
Acceso en línea:https://hdl.handle.net/10259/10865
Access Level:acceso abierto
Palabra clave:Device
Video games
Addiction
Time playing
Drivers
Dispositivo
Videojuegos
Adicción
Tiempo de juego
Motivadores
Consumidores-Conducta
Consumer behavior
Descripción
Sumario:Purpose. This study aims to determine whether perceived addiction to video games is affected by the type of device used to play (smartphone versus console), paying special attention to the drivers for playing. Considering the theoretical framework of motivation, a structural model is proposed that considers three drivers (self-efficacy, challenge, and need for escapism) and an inhibitor (subjective norms) to explain the time spent on video games and perceived addiction. Methodology. We used a minimum partial squares (PLS) approach to estimate the structural equation model using first-hand information from 547 gamers in Spain. Findings. The results suggest that, regardless of the user’s device, the two main factors determining whether they perceive being addicted to video games are the amount of time they spend playing and their need for escapism. We found that, specifically for console gamers, perceived self-efficacy and challenge affected how much time they spent playing. The perception of videogame addiction has increased because of the need for escapism, especially among smartphone gamers, because gaming applications and smartphones are portable and allow infinite time and space usage. Contribution. This work contributes to the existing literature by focusing on the ype of device video gamers use and determining that there are indeed differences in how self-efficacy and challenge variables influence the time spent playing and perception of addiction. However, the need for escapism is the most determining factor for the perception of addiction to video games in players with both devices