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Problematic gaming behavior among Finnish junior high school students: Relation to socio-demographics and gaming behavior characteristics

dc.contributor.authorMännikkö, Niko
dc.contributor.authorRuotsalainen, Heidi
dc.contributor.authorDemetrovics, Zsolt
dc.contributor.authorLópez-Fernández, Olatz
dc.contributor.authorMyllymäki, Laura
dc.contributor.authorMiettunen, Jouko
dc.contributor.authorKääriäinen, Maria
dc.date.accessioned2025-01-23T17:53:54Z
dc.date.available2025-01-23T17:53:54Z
dc.date.issued2017-10-13
dc.descriptionThis is an Accepted Manuscript of an article published by Taylor & Francis in "Behavioral Medicine, 44(4), 324–334", available at: https://doi.org/10.1080/08964289.2017.1378608 Este es el manuscrito aceptado del artículo publicado por Taylor & Francis en "Behavioral Medicine, 44(4), 324–334", disponible en línea: https://doi.org/10.1080/08964289.2017.1378608
dc.description.abstractMultiplatform 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.en
dc.description.versionversión final
dc.identifier.citationMännikkö, N., Ruotsalainen, H., Demetrovics, Z., Lopez-Fernandez, O., Myllymäki, L., Miettunen, J., & Kääriäinen, M. (2017). Problematic Gaming Behavior Among Finnish Junior High School Students: Relation to Socio-Demographics and Gaming Behavior Characteristics. Behavioral Medicine, 44(4), 324–334. https://doi.org/10.1080/08964289.2017.1378608
dc.identifier.doihttps://doi.org/10.1080/08964289.2017.1378608
dc.identifier.issn1940-4026
dc.identifier.urihttps://hdl.handle.net/20.500.14468/25483
dc.journal.issue4
dc.journal.titleBehavioral Medicine
dc.journal.volume44
dc.language.isoes
dc.page.final334
dc.page.initial324
dc.publisherTaylor and Francis Group
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-nd/4.0/deed.es
dc.subject61 Psicología::6101 Patología ::6101.01 Desórdenes del comportamiento
dc.subject.keywordsInternet Gaming Disorderen
dc.subject.keywordsproblematic gamingen
dc.subject.keywordsdigital media useen
dc.subject.keywordsadolescentsen
dc.subject.keywordsgaming typesen
dc.titleProblematic gaming behavior among Finnish junior high school students: Relation to socio-demographics and gaming behavior characteristicsen
dc.typeartículoes
dc.typejournal articleen
dspace.entity.typePublication
relation.isAuthorOfPublication6f35cca4-8d41-4ad6-8169-7dcbeb5432d7
relation.isAuthorOfPublication.latestForDiscovery6f35cca4-8d41-4ad6-8169-7dcbeb5432d7
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