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dc.contributor.authorWittek, Charlotte Thoresen
dc.contributor.authorFinserås, Turi Reiten
dc.contributor.authorPallesen, Ståle
dc.contributor.authorMentzoni, Rune
dc.contributor.authorHanss, Daniel
dc.contributor.authorGriffiths, Mark D.
dc.contributor.authorMolde, Helge
dc.date.accessioned2016-03-22T13:12:40Z
dc.date.available2016-03-22T13:12:40Z
dc.date.issued2015
dc.PublishedInternational Journal of Mental Health and Addiction 2015eng
dc.identifier.issn1557-1882
dc.identifier.urihttps://hdl.handle.net/1956/11735
dc.description.abstractVideo gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway (N = 3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers. Gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers. Place of birth (Africa, Asia, South- and Middle America) were positively associated with addicted- and problem gamers. Video game addiction was negatively associated with conscientiousness and positively associated with neuroticism. Poor psychosomatic health was positively associated with problem- and engaged gaming. These factors provide insight into the field of video game addiction, and may help to provide guidance as to how individuals that are at risk of becoming addicted gamers can be identified.en_US
dc.language.isoengeng
dc.publisherSpringereng
dc.rightsAttribution CC BYeng
dc.rights.urihttp://creativecommons.org/licenses/by/4.0eng
dc.subjectVideo game addictioneng
dc.subjectPrevalenceeng
dc.subjectPersonality traitseng
dc.subjectPsychosomatic healtheng
dc.subjectDemographic variableseng
dc.titlePrevalence and predictors of Video Game Addiction: A study based on a national sample of Gamers.eng
dc.typePeer reviewed
dc.typeJournal article
dc.date.updated2015-11-10T10:33:44Z
dc.description.versionpublishedVersion
dc.rights.holderCopyright 2015 The Authorseng
dc.identifier.doihttps://doi.org/10.1007/s11469-015-9592-8
dc.identifier.cristin1275408


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