publication . Article . Other literature type . 2017

Do gaming motives mediate between psychiatric symptoms and problematic gaming? An empirical survey study.

Mark Griffiths; Zsolt Demetrovics;
Open Access English
  • Published: 27 Mar 2017
  • Publisher: Taylor & Francis
  • Country: United Kingdom
Abstract
Previous research has suggested that motives play an important role in several potentially addictive activities including online gaming. The aims of the present study were to (i) examine the mediation effect of different online gaming motives between psychiatric distress and problematic online gaming, and (ii) validate Italian versions of the Problematic Online Gaming Questionnaire, and the Motives for Online Gaming Questionnaire. Data collection took place online and targeted Italian-speaking online gamers active on popular Italian gaming forums, and/or Italian groups related to online games on social networking sites. The final sample size comprised 327 partic...
Subjects
Medical Subject Headings: human activities
free text keywords: Medicine (miscellaneous)
Related Organizations
78 references, page 1 of 6

American Psychiatric Association (2013). Diagnostic and Statistical Manual of Mental Disorders (5th ed.). Arlington, VA: American Psychiatric Association. [OpenAIRE]

Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353-359.

Andreassen, C. S., Billieux, J., Griffiths, M.D., Kuss, D. J., Demetrovics, Z., Mazzoni, E., & Pallesen, S. (2016) The relationship between technological addictions and symptoms of psychiatric disorders: A large-scale cross-sectional study. Psychology of Addictive Behaviors, 30, 252-262. [OpenAIRE]

Beutel M. E., Brähler, E., Glaesmer, H., Kuss, D.J., Wölfling, K., & Müller, K. W. (2011). Regular and problematic leisure-time Internet use in the community: results from a German population-based survey. Cyberpsychology, Behavior, and Social Networking, 14(5), 291-6. [OpenAIRE]

Billieux, J., Chanal, J., Khazaal, Y., Rochat, L., Gay, P., Zullino, D., & Van der Linden, M.(2011). Psychological predictors of problematic involvement in massively multiplayer online role-playing games: illustration in a sample of male cybercafé players. Psychopathology, 44, 165-171. [OpenAIRE]

Billieux, J., Van der Linden, M., Achab, S., Khazaal, Y., Paraskevopoulos, L., Zullino, D. & Thorens, G. (2013).Why do you play World of Warcraft? An in-depth exploration of Bischof-Kastner, C., Kuntsche, E., & Wolstein, J. (2014). Identifying problematic Internet users: Development and validation of the Internet Motive Questionnaire for Adolescents (IMQ-A). Journal of Medical Internet Research, 16(10), e230.

Browne, M.V., & Cudeck, R. (1992). Alternative ways of assessing model fit. Sociological Methods & Research, 21, 230-252.

Brunborg, G. S., Mentzoni, R. A., & Frøyland, L. R. (2014). Is video gaming, or video game addiction, associate with depression, academic achievement, heavy episodic drinking, or conduct problems? Journal of Behavioral Addiction, 3, 27-32. [OpenAIRE]

Brus, A. (2013). A young people's perspective on computer game addiction. Addiction Research & Theory, 21(5), 365-375.

Castronova, E. (2008). Exodus to the virtual world: How online fun is changing reality: Palgrave Macmillan.

Cole, H. & Griffiths, M. D. (2007). Social interactions in Massively Multiplayer Online RolePlaying gamers. CyberPsychology and Behavior, 10, 575-583. [OpenAIRE]

Cooper, M. L., Frone, M.R., Russell, M., & Mudar, P. (1995). Drinking to regulate positive and negative emotions: a motivational model of alcohol use. Journal of Personality and Social Psychology, 69, 990-1005. [OpenAIRE]

Deci, E. L., & Ryan, R.M.(1985). Intrinsic motivation and self-determination in human behavior. New York: Plenum. [OpenAIRE]

Demetrovics, Z., Szeredi, B., &Rozsa, S.(2008). The three-factor model of Internet addiction: the development of the Problematic Internet Use Questionnaire. Behavior Research Methods, 40, 563-574. [OpenAIRE]

Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Zilahy, D., Mervó, B., Reindl, A., Ágoston, C., Kertész, A., & Harmath, E. (2011). Why do you play? The development of the motives for online gaming questionnaire (MOGQ). Behavior Research Methods, 43, 815-825.

78 references, page 1 of 6
Powered by OpenAIRE Research Graph
Any information missing or wrong?Report an Issue