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Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland
BACKGROUND 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...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Akadémiai Kiadó
2018
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6035026/ https://www.ncbi.nlm.nih.gov/pubmed/29313732 http://dx.doi.org/10.1556/2006.6.2017.080 |
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author | Lopez-Fernandez, Olatz Männikkö, Niko Kääriäinen, Maria Griffiths, Mark D. Kuss, Daria J. |
author_facet | Lopez-Fernandez, Olatz Männikkö, Niko Kääriäinen, Maria Griffiths, Mark D. Kuss, Daria J. |
author_sort | Lopez-Fernandez, Olatz |
collection | PubMed |
description | BACKGROUND 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. |
format | Online Article Text |
id | pubmed-6035026 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | Akadémiai Kiadó |
record_format | MEDLINE/PubMed |
spelling | pubmed-60350262018-07-09 Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland Lopez-Fernandez, Olatz Männikkö, Niko Kääriäinen, Maria Griffiths, Mark D. Kuss, Daria J. J Behav Addict Full-Length Report BACKGROUND 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. Akadémiai Kiadó 2018-01-08 2018-03 /pmc/articles/PMC6035026/ /pubmed/29313732 http://dx.doi.org/10.1556/2006.6.2017.080 Text en © 2018 The Author(s) http://creativecommons.org/licenses/by-nc/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/) , which permits unrestricted use, distribution, and reproduction in any medium for non-commercial purposes, provided the original author and source are credited, a link to the CC License is provided, and changes – if any – are indicated. |
spellingShingle | Full-Length Report Lopez-Fernandez, Olatz Männikkö, Niko Kääriäinen, Maria Griffiths, Mark D. Kuss, Daria J. Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland |
title | Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland |
title_full | Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland |
title_fullStr | Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland |
title_full_unstemmed | Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland |
title_short | Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland |
title_sort | mobile gaming and problematic smartphone use: a comparative study between belgium and finland |
topic | Full-Length Report |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6035026/ https://www.ncbi.nlm.nih.gov/pubmed/29313732 http://dx.doi.org/10.1556/2006.6.2017.080 |
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