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Problem mobile gaming: The role of mobile gaming habits, context, and platform

Aims: Mobile gaming is a dominant form of gaming, known for its portability and for game characteristics that motivate continuous play and spending. Such involvement may also turn problematic, but research on problem gaming (PG) has tended to focus on non-mobile forms of gaming. The study was based...

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Autores principales: Syvertsen, André, Ortiz de Gortari, Angelica B., King, Daniel L., Pallesen, Ståle
Formato: Online Artículo Texto
Lenguaje:English
Publicado: SAGE Publications 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9379297/
https://www.ncbi.nlm.nih.gov/pubmed/36003120
http://dx.doi.org/10.1177/14550725221083189
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author Syvertsen, André
Ortiz de Gortari, Angelica B.
King, Daniel L.
Pallesen, Ståle
author_facet Syvertsen, André
Ortiz de Gortari, Angelica B.
King, Daniel L.
Pallesen, Ståle
author_sort Syvertsen, André
collection PubMed
description Aims: Mobile gaming is a dominant form of gaming, known for its portability and for game characteristics that motivate continuous play and spending. Such involvement may also turn problematic, but research on problem gaming (PG) has tended to focus on non-mobile forms of gaming. The study was based on a cross-sectional observational design where students in upper secondary schools were recruited to a survey about mobile gaming. The age of the respondents ranged from 16 to 23 years (n = 519; 52.4% men; mean age = 17.2 years, SD = 1.1). Methods: We examined (1) gaming frequency, gaming contexts, and in-game spending in relation to PG; (2) gaming context in relation to academic achievement and sleep quality; and (3) PG according to gaming platform (i.e., playing on mobile, console/computer, or mixed platforms) with Kruskal−Wallis tests, chi-square tests and Spearman rank-order correlations. Results: PG was positively associated with mobile gaming hours per week (η(2) = .02, p < .01), minutes per session (η(2) = .03, p < .001), making in-app purchases (Cramer's V = .15, p < .05), and gaming during homework (Cramer's V = .14, p < .05). Statistically significant associations were found between mobile gaming in bed and later sleep midpoint for weekdays (r(s) = .18, p < .001) and weekends (r(s) = .11, p < .05). Mixed platform gamers had increased likelihood of PG, console/computer gamers had increased likelihood of being at risk for PG, and mobile gamers had lower risk for PG (Cramer's V = .18, p < .001). Conclusion: Future studies should include specific measures of mobile gaming as it appears implicated in problem gaming, albeit to a lesser degree than console and computer gaming.
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spelling pubmed-93792972022-08-23 Problem mobile gaming: The role of mobile gaming habits, context, and platform Syvertsen, André Ortiz de Gortari, Angelica B. King, Daniel L. Pallesen, Ståle Nordisk Alkohol Nark Research Reports Aims: Mobile gaming is a dominant form of gaming, known for its portability and for game characteristics that motivate continuous play and spending. Such involvement may also turn problematic, but research on problem gaming (PG) has tended to focus on non-mobile forms of gaming. The study was based on a cross-sectional observational design where students in upper secondary schools were recruited to a survey about mobile gaming. The age of the respondents ranged from 16 to 23 years (n = 519; 52.4% men; mean age = 17.2 years, SD = 1.1). Methods: We examined (1) gaming frequency, gaming contexts, and in-game spending in relation to PG; (2) gaming context in relation to academic achievement and sleep quality; and (3) PG according to gaming platform (i.e., playing on mobile, console/computer, or mixed platforms) with Kruskal−Wallis tests, chi-square tests and Spearman rank-order correlations. Results: PG was positively associated with mobile gaming hours per week (η(2) = .02, p < .01), minutes per session (η(2) = .03, p < .001), making in-app purchases (Cramer's V = .15, p < .05), and gaming during homework (Cramer's V = .14, p < .05). Statistically significant associations were found between mobile gaming in bed and later sleep midpoint for weekdays (r(s) = .18, p < .001) and weekends (r(s) = .11, p < .05). Mixed platform gamers had increased likelihood of PG, console/computer gamers had increased likelihood of being at risk for PG, and mobile gamers had lower risk for PG (Cramer's V = .18, p < .001). Conclusion: Future studies should include specific measures of mobile gaming as it appears implicated in problem gaming, albeit to a lesser degree than console and computer gaming. SAGE Publications 2022-04-07 2022-08 /pmc/articles/PMC9379297/ /pubmed/36003120 http://dx.doi.org/10.1177/14550725221083189 Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/This article is distributed under the terms of the Creative Commons Attribution 4.0 License (https://creativecommons.org/licenses/by/4.0/) which permits any use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access page (https://us.sagepub.com/en-us/nam/open-access-at-sage).
spellingShingle Research Reports
Syvertsen, André
Ortiz de Gortari, Angelica B.
King, Daniel L.
Pallesen, Ståle
Problem mobile gaming: The role of mobile gaming habits, context, and platform
title Problem mobile gaming: The role of mobile gaming habits, context, and platform
title_full Problem mobile gaming: The role of mobile gaming habits, context, and platform
title_fullStr Problem mobile gaming: The role of mobile gaming habits, context, and platform
title_full_unstemmed Problem mobile gaming: The role of mobile gaming habits, context, and platform
title_short Problem mobile gaming: The role of mobile gaming habits, context, and platform
title_sort problem mobile gaming: the role of mobile gaming habits, context, and platform
topic Research Reports
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9379297/
https://www.ncbi.nlm.nih.gov/pubmed/36003120
http://dx.doi.org/10.1177/14550725221083189
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