2023
Meriläinen, Mikko; Hietajärvi, Lauri; Aurava, Riikka; Stenros, Jaakko
Games in Everyday Life: Profiles of Adolescent Digital Gaming Motives and Well-being Outcomes Journal Article
In: Telematics and Informatics Reports , vol. 12, 2023, ISSN: 2772-5030.
Abstract | Links | Tags: Academic adjustment, Digital gaming, Gaming motives, Internalising symptoms, Wellbeing, Youth
@article{nokey,
title = {Games in Everyday Life: Profiles of Adolescent Digital Gaming Motives and Well-being Outcomes},
author = {Mikko Meriläinen and Lauri Hietajärvi and Riikka Aurava and Jaakko Stenros},
url = {https://doi.org/10.1016/j.teler.2023.100104
https://www.sciencedirect.com/science/article/pii/S2772503023000646},
doi = {10.1016/j.teler.2023.100104},
issn = {2772-5030},
year = {2023},
date = {2023-10-21},
urldate = {2023-10-21},
journal = {Telematics and Informatics Reports },
volume = {12},
abstract = {Especially since the 2010s, we have seen rapidly increasing discussion and research on the causal and correlational relations between digital gaming and different dimensions of well-being. This quantitative study presents a starting point of a four-year longitudinal study of the connections between adolescents’ gaming motives, gaming culture participation, and different aspects of psychosocial well-being (digital engagement, internalising symptoms, and academic adjustment) in a sample (N = 2053) of actively gaming Finnish 6th and 8th graders (ages 11–14). Results show three distinct player profiles differing in gaming motives and well-being correlates: escapist game players, achiever game players, and recreational game players. These provide a starting point for exploring both the interactions between gaming and well-being and the stability of gaming motives over time.},
keywords = {Academic adjustment, Digital gaming, Gaming motives, Internalising symptoms, Wellbeing, Youth},
pubstate = {published},
tppubtype = {article}
}
Especially since the 2010s, we have seen rapidly increasing discussion and research on the causal and correlational relations between digital gaming and different dimensions of well-being. This quantitative study presents a starting point of a four-year longitudinal study of the connections between adolescents’ gaming motives, gaming culture participation, and different aspects of psychosocial well-being (digital engagement, internalising symptoms, and academic adjustment) in a sample (N = 2053) of actively gaming Finnish 6th and 8th graders (ages 11–14). Results show three distinct player profiles differing in gaming motives and well-being correlates: escapist game players, achiever game players, and recreational game players. These provide a starting point for exploring both the interactions between gaming and well-being and the stability of gaming motives over time.
Meriläinen, Mikko
Young People’s Engagement with Digital Gaming Cultures – Validating and Developing the Digital Gaming Relationship Theory Journal Article
In: Entertainment Computing, vol. 44, 2023, ISSN: 1875-9521.
Abstract | Links | Tags: Digital gaming, Digital gaming relationship, Gaming motives, Social worlds, Video games, Youth
@article{Meriläinen2023,
title = {Young People’s Engagement with Digital Gaming Cultures – Validating and Developing the Digital Gaming Relationship Theory},
author = {Mikko Meriläinen},
url = {https://urn.fi/URN:NBN:fi:tuni-202303223093
},
doi = {https://doi.org/10.1016/j.entcom.2022.100538},
issn = {1875-9521},
year = {2023},
date = {2023-01-31},
urldate = {2023-01-31},
journal = {Entertainment Computing},
volume = {44},
abstract = {Young people’s digital gaming is a complex phenomenon often approached in both research and public discussion from risk or utilitarian perspectives, erasing young people’s diverse experiences of their participation in gaming cultures. This study explores the utility of a novel approach, the digital gaming relationship (DGR) theory, in examining young people’s gaming experiences. Drawing from a thematic analysis of qualitative questionnaire data (N=180) collected in Finland from respondents aged 15–25, the study illustrates how the DGR approach helps make sense of young people’s engagement with digital gaming cultures and develops the theory further.},
keywords = {Digital gaming, Digital gaming relationship, Gaming motives, Social worlds, Video games, Youth},
pubstate = {published},
tppubtype = {article}
}
Young people’s digital gaming is a complex phenomenon often approached in both research and public discussion from risk or utilitarian perspectives, erasing young people’s diverse experiences of their participation in gaming cultures. This study explores the utility of a novel approach, the digital gaming relationship (DGR) theory, in examining young people’s gaming experiences. Drawing from a thematic analysis of qualitative questionnaire data (N=180) collected in Finland from respondents aged 15–25, the study illustrates how the DGR approach helps make sense of young people’s engagement with digital gaming cultures and develops the theory further.
