TY - JOUR
T1 - Problematic Gaming Behavior Among Finnish Junior High School Students
T2 - Relation to Socio-Demographics and Gaming Behavior Characteristics
AU - Männikkö, Niko
AU - Ruotsalainen, Heidi
AU - Demetrovics, Zsolt
AU - Lopez-Fernandez, Olatz
AU - Myllymäki, Laura
AU - Miettunen, Jouko
AU - Kääriäinen, Maria
PY - 2018/10/2
Y1 - 2018/10/2
N2 - 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.
AB - 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.
KW - adolescents
KW - digital media use
KW - gaming types
KW - Internet Gaming Disorder
KW - problematic gaming
UR - http://www.scopus.com/inward/record.url?scp=85031427839&partnerID=8YFLogxK
U2 - 10.1080/08964289.2017.1378608
DO - 10.1080/08964289.2017.1378608
M3 - Article
C2 - 28910584
AN - SCOPUS:85031427839
SN - 0896-4289
VL - 44
SP - 324
EP - 334
JO - Behavioral Medicine
JF - Behavioral Medicine
IS - 4
ER -