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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Autores: Camarero Izquierdo, María Carmen, Jiménez Torres, Nadia Huitzilin, San José Cabezudo, Rebeca, San Martín Gutiérrez, Sonia
Formato: artículo
Estado:Versión publicada
Fecha de publicación:2025
País:España
Recursos:Universidad de Burgos (UBU)
Repositorio:Repositorio Institucional de la Universidad de Burgos (RIUBU)
OAI Identifier:oai:riubu.ubu.es:10259/10865
Acesso em linha:https://hdl.handle.net/10259/10865
Access Level:acceso abierto
Palavra-chave:Device
Video games
Addiction
Time playing
Drivers
Dispositivo
Videojuegos
Adicción
Tiempo de juego
Motivadores
Consumidores-Conducta
Consumer behavior
id ES_19df52f593282fcda4c4bb71af67b911
oai_identifier_str oai:riubu.ubu.es:10259/10865
network_acronym_str ES
network_name_str España
repository_id_str
dc.title.none.fl_str_mv Drivers for video games perceived addiction among console and smartphone users
Factores que fomentan la percepción de adicción a los videojuegos entre los usuarios de consolas y smartphones
title Drivers for video games perceived addiction among console and smartphone users
spellingShingle Drivers for video games perceived addiction among console and smartphone users
Camarero Izquierdo, María Carmen
Device
Video games
Addiction
Time playing
Drivers
Dispositivo
Videojuegos
Adicción
Tiempo de juego
Motivadores
Consumidores-Conducta
Videojuegos
Consumer behavior
Video games
title_short Drivers for video games perceived addiction among console and smartphone users
title_full Drivers for video games perceived addiction among console and smartphone users
title_fullStr Drivers for video games perceived addiction among console and smartphone users
title_full_unstemmed Drivers for video games perceived addiction among console and smartphone users
title_sort Drivers for video games perceived addiction among console and smartphone users
dc.creator.none.fl_str_mv Camarero Izquierdo, María Carmen
Jiménez Torres, Nadia Huitzilin
San José Cabezudo, Rebeca
San Martín Gutiérrez, Sonia
author Camarero Izquierdo, María Carmen
author_facet Camarero Izquierdo, María Carmen
Jiménez Torres, Nadia Huitzilin
San José Cabezudo, Rebeca
San Martín Gutiérrez, Sonia
author_role author
author2 Jiménez Torres, Nadia Huitzilin
San José Cabezudo, Rebeca
San Martín Gutiérrez, Sonia
author2_role author
author
author
dc.subject.none.fl_str_mv Device
Video games
Addiction
Time playing
Drivers
Dispositivo
Videojuegos
Adicción
Tiempo de juego
Motivadores
Consumidores-Conducta
Videojuegos
Consumer behavior
Video games
topic Device
Video games
Addiction
Time playing
Drivers
Dispositivo
Videojuegos
Adicción
Tiempo de juego
Motivadores
Consumidores-Conducta
Videojuegos
Consumer behavior
Video games
description 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
publishDate 2025
dc.date.none.fl_str_mv 2025
2025
2025
dc.type.none.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.none.fl_str_mv https://hdl.handle.net/10259/10865
url https://hdl.handle.net/10259/10865
dc.language.none.fl_str_mv Inglés
language_invalid_str_mv Inglés
dc.relation.none.fl_str_mv Revista de Comunicación. 2025, V. 24, n. 2, p. 37-55
https://doi.org/10.26441/RC24.2-2025-3860
dc.rights.none.fl_str_mv Attribution-NonCommercial-NoDerivatives 4.0 Internacional
http://creativecommons.org/licenses/by-nc-nd/4.0/
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Attribution-NonCommercial-NoDerivatives 4.0 Internacional
http://creativecommons.org/licenses/by-nc-nd/4.0/
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Universidad de Piura. Facultad de Comunicación
publisher.none.fl_str_mv Universidad de Piura. Facultad de Comunicación
dc.source.none.fl_str_mv reponame:Repositorio Institucional de la Universidad de Burgos (RIUBU)
instname:Universidad de Burgos (UBU)
instname_str Universidad de Burgos (UBU)
reponame_str Repositorio Institucional de la Universidad de Burgos (RIUBU)
collection Repositorio Institucional de la Universidad de Burgos (RIUBU)
repository.name.fl_str_mv
repository.mail.fl_str_mv
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spelling Drivers for video games perceived addiction among console and smartphone usersFactores que fomentan la percepción de adicción a los videojuegos entre los usuarios de consolas y smartphonesCamarero Izquierdo, María CarmenJiménez Torres, Nadia HuitzilinSan José Cabezudo, RebecaSan Martín Gutiérrez, SoniaDeviceVideo gamesAddictionTime playingDriversDispositivoVideojuegosAdicciónTiempo de juegoMotivadoresConsumidores-ConductaVideojuegosConsumer behaviorVideo gamesPurpose. 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 devicesPropósito. Este estudio tiene como objetivo determinar si la adicción percibida a los videojuegos se ve afectada por el tipo de dispositivo utilizado para jugar (smartphone versus consola), prestando especial atención a los factores que motivan a jugar. Considerando el marco teórico de la motivación, se propone un modelo estructural que considera tres impulsores (autoeficacia, desafío y necesidad de escapismo) y un inhibidor (normas subjetivas) para explicar el tiempo dedicado a los videojuegos y la adicción percibida. Metodología. Utilizamos un enfoque de mínimos cuadrados parciales (PLS) para estimar el modelo de ecuaciones estructurales con información de primera mano de 547 jugadores en España. Resultados y conclusiones. Los resultados sugieren que, independientemente del dispositivo del usuario, los dos factores principales que determinan que se perciba adicción a los videojuegos son la cantidad de tiempo dedicado a jugar y la necesidad de escapismo. Encontramos que, específicamente para los jugadores con consola, su autoeficacia percibida y el desafío afectan a la cantidad de tiempo que pasan jugando. En el caso de la percepción de la adicción a los videojuegos, ésta se incrementa debido a la necesidad de escapismo, especialmente entre los jugadores con móvil, porque las aplicaciones de juegos y el propio teléfono móvil son portátiles y permiten un uso sin límites de tiempo y espacio. Aporte original. Este trabajo contribuye a la literatura existente al centrarse en el tipo de dispositivo que utilizan los video jugadores y determina que, efectivamente, existen diferencias en cómo las variables de autoeficacia y desafío influyen en el tiempo dedicado a jugar y la percepción de adicción. Sin embargo, la necesidad de escapismo es el factor más determinante para percibir adicción a los videojuegos en jugadores con ambos dispositivos.This work was supported by the Spanish Ministry of Science, Innovation and Universities [PID2023-148263OA-I00; PID2021-123004NB-I00]; and by Consejería de Educación de la Junta de Castilla y León (Spain) (ORDEN EDU/1494/2024) for Research Group I+M+i.Universidad de Piura. Facultad de Comunicación202520252025info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://hdl.handle.net/10259/10865reponame:Repositorio Institucional de la Universidad de Burgos (RIUBU)instname:Universidad de Burgos (UBU)InglésRevista de Comunicación. 2025, V. 24, n. 2, p. 37-55https://doi.org/10.26441/RC24.2-2025-3860Attribution-NonCommercial-NoDerivatives 4.0 Internacionalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccessoai:riubu.ubu.es:10259/108652026-05-28T07:56:11Z
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