Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland
Lopez-Fernandez O, Männikkö N, Kääriäinen M, Griffiths MD, Kuss DJ
Journal of behavioral addictions · 45 citas
Cómo se estudió
- Diseño
- Estudio transversal (clasificado por nuestro filtro de IA)
- Estudiado en
- Personas
- Resultado principal
- Marcadores de salud y funcionamiento
Quién lo pagó
- Financiación
- Financiación independiente
- Gobierno
- European Commission
- Gobierno
- FP7 People: Marie-Curie Actions
- Subvenciones
- European Commission (627999)
Según 2 financiadores declarados y la declaración de financiación del texto completo.
Publicación
- Publicado
- 2018-01-08 · J Behav Addict · vol. 7 · número 1 · págs. 88–99
- Editorial
- Akadémiai Kiadó
- Citado
- 114 citas · más que el 100% de estudios similares · 35.7× el promedio de su campo
- Impacto
- Entre el 10 % más citado de su campo
- Referencias
- 81 trabajos
- Acceso
- Acceso abierto (revista) · CC-BY-NC
- Áreas de investigación
- Impact of Technology on Adolescents · Child Development and Digital Technology · Social Media and Politics
- Palabras clave
- mobile gaming, smartphone addiction, mobile phone addiction, Facebook use, stress, anxiety, cross-cultural comparison, Belgium, Finland
- MeSH
- humans, reproducibility of results, behavior, addictive, anxiety, psychometrics, cross-cultural comparison, socioeconomic factors, video games, adolescent, adult, aged, middle aged, belgium, finland, female, male, young adult, mobile applications, smartphone
5 autores
- Olatz López-Fernández🇬🇧🇧🇪 · autor de correspondenciaNottingham Trent University; UCLouvain
- Niko Männikkö🇫🇮Oulu University of Applied Sciences
- Maria Kääriäinen🇫🇮Oulu University Hospital; University of Oulu
- Mark Damian Griffiths🇬🇧Nottingham Trent University
- Daria Joanna Kuss🇬🇧Nottingham Trent University
Resumen
El texto original del estudio, en el idioma en que se publicó.
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.
Resumen vía Europe PMC. Los derechos de autor siguen siendo de los autores o la editorial (CC BY-NC).
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