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Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland

dc.contributor.authorLópez-Fernández, Olatz
dc.contributor.authorMännikkö, Niko
dc.contributor.authorKääriäinen, Maria
dc.contributor.authorGriffiths, Mark D
dc.contributor.authorKuss, Daria J
dc.date.accessioned2025-01-22T16:38:22Z
dc.date.available2025-01-22T16:38:22Z
dc.date.issued2018-03-01
dc.descriptionThe registered version of this article, first published in “Journal of Behavioral Addictions, 7(1), 88-99", is available online at the publisher's website: Akadémiai Kiadó, https://doi.org/10.1556/2006.6.2017.080 La versión registrada de este artículo, publicado por primera vez en “Journal of Behavioral Addictions, 7(1), 88-99", está disponible en línea en el sitio web del editor: Akadémiai Kiadó, https://doi.org/10.1556/2006.6.2017.080
dc.description.abstractBackground and aims Gaming applications have become one of the main entertainment features on smartphones, and this could be potentially problematic in terms of dangerous, prohibited, and dependent use among a minority of individuals. A cross-national study was conducted in Belgium and Finland. The aim was to examine the relationship between gaming on smartphones and self-perceived problematic smartphone use via an online survey to ascertain potential predictors. Methods The Short Version of the Problematic Mobile Phone Use Questionnaire (PMPUQ-SV) was administered to a sample comprising 899 participants (30% male; age range: 18-67 years). Results Good validity and adequate reliability were confirmed regarding the PMPUQ-SV, especially the dependence subscale, but low prevalence rates were reported in both countries using the scale. Regression analysis showed that downloading, using Facebook, and being stressed contributed to problematic smartphone use. Anxiety emerged as predictor for dependence. Mobile games were used by one-third of the respective populations, but their use did not predict problematic smartphone use. Very few cross-cultural differences were found in relation to gaming through smartphones. Conclusion Findings suggest mobile gaming does not appear to be problematic in Belgium and Finland.en
dc.description.versionversión publicada
dc.identifier.citationLopez-Fernandez, O., Männikkö, N., Kääriäinen, M., Griffiths, M. D., & Kuss, D. J. (2018). Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland. Journal of Behavioral Addictions, 7(1), 88-99. https://doi.org/10.1556/2006.6.2017.080
dc.identifier.doihttps://doi.org/10.1556/2006.6.2017.080
dc.identifier.issn2063-5303
dc.identifier.urihttps://hdl.handle.net/20.500.14468/25463
dc.journal.issue1
dc.journal.titleJournal of Behavioral Addictions
dc.journal.volume7
dc.language.isoen
dc.page.final99
dc.page.initial88
dc.publisherAkadémiai Kiadó
dc.relation.centerFacultades y escuelas::Facultad de Psicología
dc.relation.departmentMetodología de las Ciencias del Comportamiento
dc.rightsinfo:eu-repo/semantics/openAccess
dc.rights.urihttp://creativecommons.org/licenses/by-nc/4.0/deed.es
dc.subject61 Psicología::6101 Patología ::6101.01 Desórdenes del comportamiento
dc.subject.keywordscross-cultural studyen
dc.subject.keywordsdangerous smartphone useen
dc.subject.keywordsmobile gamingen
dc.subject.keywordsproblematic mobile phone useen
dc.subject.keywordsprohibited smartphone useen
dc.subject.keywordssmartphone dependenceen
dc.titleMobile gaming and problematic smartphone use: A comparative study between Belgium and Finlanden
dc.typeartículoes
dc.typejournal articleen
dspace.entity.typePublication
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relation.isAuthorOfPublication.latestForDiscovery6f35cca4-8d41-4ad6-8169-7dcbeb5432d7
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