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.
