Problematic gaming behavior among Finnish junior high school students: Relation to socio-demographics and gaming behavior characteristics
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 convenien...
| Autores: | , , , , , , |
|---|---|
| Tipo de recurso: | artículo |
| Fecha de publicación: | 2017 |
| País: | España |
| Institución: | Universidad Nacional de Educación a Distancia |
| Repositorio: | e-spacio. Repositorio Institucional de la UNED |
| Idioma: | español |
| OAI Identifier: | oai:e-spacio.uned.es:20.500.14468/25483 |
| Acceso en línea: | https://hdl.handle.net/20.500.14468/25483 |
| Access Level: | acceso abierto |
| Palabra clave: | 61 Psicología::6101 Patología ::6101.01 Desórdenes del comportamiento Internet Gaming Disorder problematic gaming digital media use adolescents gaming types |
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Problematic gaming behavior among Finnish junior high school students: Relation to socio-demographics and gaming behavior characteristicsMännikkö, NikoRuotsalainen, HeidiDemetrovics, ZsoltLópez-Fernández, OlatzMyllymäki, LauraMiettunen, JoukoKääriäinen, Maria61 Psicología::6101 Patología ::6101.01 Desórdenes del comportamientoInternet Gaming Disorderproblematic gamingdigital media useadolescentsgaming typesMultiplatform 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.Taylor and Francis Groupe-Spacio UNED20252025-01-2320172017-10-1320172017-10-13journal articlehttp://purl.org/coar/resource_type/c_6501info:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/20.500.14468/25483reponame:e-spacio. Repositorio Institucional de la UNEDinstname:Universidad Nacional de Educación a DistanciaEspañolspaopen accesshttp://purl.org/coar/access_right/c_abf2info:eu-repo/semantics/openAccesshttp://creativecommons.org/licenses/by-nc-nd/4.0/deed.esoai:e-spacio.uned.es:20.500.14468/254832026-06-06T12:38:31Z |
| dc.title.none.fl_str_mv |
Problematic gaming behavior among Finnish junior high school students: Relation to socio-demographics and gaming behavior characteristics |
| title |
Problematic gaming behavior among Finnish junior high school students: Relation to socio-demographics and gaming behavior characteristics |
| spellingShingle |
Problematic gaming behavior among Finnish junior high school students: Relation to socio-demographics and gaming behavior characteristics Männikkö, Niko 61 Psicología::6101 Patología ::6101.01 Desórdenes del comportamiento Internet Gaming Disorder problematic gaming digital media use adolescents gaming types |
| title_short |
Problematic gaming behavior among Finnish junior high school students: Relation to socio-demographics and gaming behavior characteristics |
| title_full |
Problematic gaming behavior among Finnish junior high school students: Relation to socio-demographics and gaming behavior characteristics |
| title_fullStr |
Problematic gaming behavior among Finnish junior high school students: Relation to socio-demographics and gaming behavior characteristics |
| title_full_unstemmed |
Problematic gaming behavior among Finnish junior high school students: Relation to socio-demographics and gaming behavior characteristics |
| title_sort |
Problematic gaming behavior among Finnish junior high school students: Relation to socio-demographics and gaming behavior characteristics |
| dc.creator.none.fl_str_mv |
Männikkö, Niko Ruotsalainen, Heidi Demetrovics, Zsolt López-Fernández, Olatz Myllymäki, Laura Miettunen, Jouko Kääriäinen, Maria |
| author |
Männikkö, Niko |
| author_facet |
Männikkö, Niko Ruotsalainen, Heidi Demetrovics, Zsolt López-Fernández, Olatz Myllymäki, Laura Miettunen, Jouko Kääriäinen, Maria |
| author_role |
author |
| author2 |
Ruotsalainen, Heidi Demetrovics, Zsolt López-Fernández, Olatz Myllymäki, Laura Miettunen, Jouko Kääriäinen, Maria |
| author2_role |
author author author author author author |
| dc.contributor.none.fl_str_mv |
e-Spacio UNED |
| dc.subject.none.fl_str_mv |
61 Psicología::6101 Patología ::6101.01 Desórdenes del comportamiento Internet Gaming Disorder problematic gaming digital media use adolescents gaming types |
| topic |
61 Psicología::6101 Patología ::6101.01 Desórdenes del comportamiento Internet Gaming Disorder problematic gaming digital media use adolescents gaming types |
| description |
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. |
| publishDate |
2017 |
| dc.date.none.fl_str_mv |
2017 2017-10-13 2017 2017-10-13 2025 2025-01-23 |
| dc.type.none.fl_str_mv |
journal article http://purl.org/coar/resource_type/c_6501 |
| dc.type.openaire.fl_str_mv |
info:eu-repo/semantics/article |
| format |
article |
| dc.identifier.none.fl_str_mv |
https://hdl.handle.net/20.500.14468/25483 |
| url |
https://hdl.handle.net/20.500.14468/25483 |
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Español spa |
| language_invalid_str_mv |
Español |
| language |
spa |
| dc.rights.none.fl_str_mv |
open access http://purl.org/coar/access_right/c_abf2 info:eu-repo/semantics/openAccess http://creativecommons.org/licenses/by-nc-nd/4.0/deed.es |
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open access http://purl.org/coar/access_right/c_abf2 http://creativecommons.org/licenses/by-nc-nd/4.0/deed.es |
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openAccess |
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application/pdf |
| dc.publisher.none.fl_str_mv |
Taylor and Francis Group |
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Taylor and Francis Group |
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reponame:e-spacio. Repositorio Institucional de la UNED instname:Universidad Nacional de Educación a Distancia |
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Universidad Nacional de Educación a Distancia |
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e-spacio. Repositorio Institucional de la UNED |
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e-spacio. Repositorio Institucional de la UNED |
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15,81155 |