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Influences of motives to play and time spent gaming on the negative consequences of adolescent online computer gaming
Uppsala university, Sweden. (LIVSSTIL)ORCID iD: 0000-0003-1675-4408
Uppsala university, Sweden.
Uppsala university, Sweden.
Uppsala university, Sweden.
2012 (English)In: Computers in human behavior, ISSN 0747-5632, E-ISSN 1873-7692, Vol. 28, p. 1379-1387Article in journal (Refereed) Published
Abstract [en]

In this study we examined the relation between gaming-time, motives to play, and negative consequences due to playing MMORPGs. A total of 7757 Swedish adolescents (3872 boys and 3885 girls) between 13 and 18 years of age completed a questionnaire during class hours. Results indicated that time spent on gaming was associated with negative consequences. This relation was further explained by motives to play. Gaming for fun and social motives were associated with a reduced risk whereas gaming to escape, to gain status, or due to demands from others were associated with an increased risk of negative consequences. Motives to play should be considered as a prime indicator for negative consequences, even more than time spent gaming. Implications of these findings for future research are discussed.

Place, publisher, year, edition, pages
2012. Vol. 28, p. 1379-1387
Keywords [en]
Adolescent Behaviour problemsComputer gamesConsequencesMotivationVideogames
National Category
Medical and Health Sciences Health Sciences
Research subject
Public Health Sciences; Public Health Sciences
Identifiers
URN: urn:nbn:se:mdh:diva-55998DOI: 10.1016/j.chb.2012.02.023ISI: 000304518000033Scopus ID: 2-s2.0-84860271497OAI: oai:DiVA.org:mdh-55998DiVA, id: diva2:1597753
Available from: 2021-09-27 Created: 2021-09-27 Last updated: 2025-10-10Bibliographically approved

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  • nn-NB
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Output format
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  • asciidoc
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