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Journal of Behavioral Addictions
Other literature type . 2022
License: CC BY NC
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Problematic gaming in young adolescence

The role of in-game rewards and individual vulnerabilities
Authors: Pirrone, Davide; Van Den Eijnden, Regina; Peeters, Margot;

Problematic gaming in young adolescence

Abstract

Background: Rewarding characteristics in games may amplify the transition from recreational to more problematic gaming behavior. This research explored the association betweentypical rewarding game elements and adolescents’ problematic gaming behaviors and evaluated the interacting nature of individual vulnerabilities within this relationship. Method: Ina two-cohort-design the impact of rewarding elements (e.g., random rewards, contingenciesrewards, social rewards, and meta-achievements) on adolescents’ problematic gaming wasinvestigated. Participants were 2708 (53.9% male, mean age 13.9 SD=1.20) and 2073 secondary school students in respectively in the first and second cohort (52.1% male, mean age14.3 SD=1.49). Results: Results revealed that random rewards, social rewards, and contingencies rewards, were predictors of adolescents’ problematic gaming in both cohorts. Gamesincluding such type of rewards increased the risk for problematic game play. Regarding interactions with individual vulnerabilities, results indicated that for adolescents with attentiondeficit hyperactivity symptoms, the impact of contingencies rewards on problematic gamingbehavior was amplified, while for adolescents with social problems the impact of social rewards on problematic gaming was amplified. Conclusion: The findings illustrate that certainrewarding elements in games can increase problematic gaming behavior, particularly amongadolescents with individual vulnerabilities. Prevention strategies can benefit from integratingthis knowledge in education and intervention strategies may be tailored towards those withattention-deficit hyperactivity symptoms and social problems as these adolescents are at thegreatest risk for being affected by the rewarding elements in games.

Country
Netherlands
Related Organizations
Keywords

Game Rewards, Problematic Gaming, Social Competence, Adhd, Adolescents

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
0
Average
Average
Average
gold